diff --git a/README.md b/README.md index 803d3f48fb8f4382b6847ecb4e5e05ae53129ab5..933f6033d28ee93a3998b64849c6049236e7a348 100644 --- a/README.md +++ b/README.md @@ -37,6 +37,8 @@ - `messages.pot`은 번역 전의 원본 파일입니다 - `ko.po`는 번역이 완료된 파일입니다 +- `ko/`디렉토리는 번역 후 html형식으로 빌드된 문서입니다 + - `index.html`가 진입점입니다 ## 리포지토리 링크 diff --git a/ko/.nojekyll b/ko/.nojekyll new file mode 100644 index 0000000000000000000000000000000000000000..f17311098f5409ae228c219da906eee48d1c4b8f --- /dev/null +++ b/ko/.nojekyll @@ -0,0 +1 @@ +This file makes sure that Github Pages doesn't process mdBook's output. diff --git a/ko/01_intro/00_welcome.html b/ko/01_intro/00_welcome.html new file mode 100644 index 0000000000000000000000000000000000000000..ccca955114ff02de83414a2de404fb76841f61e5 --- /dev/null +++ b/ko/01_intro/00_welcome.html @@ -0,0 +1,273 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>환영합니다 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? "navy" : "light"; + </script> + + <!-- Work around some values being stored in localStorage wrapped in quotes --> + <script> + try { + var theme = localStorage.getItem('mdbook-theme'); + var sidebar = localStorage.getItem('mdbook-sidebar'); + + if (theme.startsWith('"') && theme.endsWith('"')) { + localStorage.setItem('mdbook-theme', theme.slice(1, theme.length - 1)); + } + + if (sidebar.startsWith('"') && sidebar.endsWith('"')) { + localStorage.setItem('mdbook-sidebar', sidebar.slice(1, sidebar.length - 1)); + } + } catch (e) { } + </script> + + <!-- Set the theme before any content is loaded, prevents flash --> + <script> + var theme; + try { theme = localStorage.getItem('mdbook-theme'); } catch(e) { } + if (theme === null || theme === undefined) { theme = default_theme; } + var html = document.querySelector('html'); + html.classList.remove('light') + html.classList.add(theme); + var body = document.querySelector('body'); + body.classList.remove('no-js') + body.classList.add('js'); + </script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html" class="active"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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+ document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="환영합니다"><a class="header" href="#환영합니다">환영합니다</a></h1> +<p><strong>Rust를 배우기 위한 100가지 연습</strong>에 오신 것을 환영합니다!</p> +<p>이 코스에서는 Rust의 핵심 개념을 한 번에 하나씩 연습해 볼 것입니다.<br /> +Rust의 문법, Trait 시스템, 표준 라이브러리와 생태계에 대해 배우게 됩니다.</p> +<p>우리는 당신이 Rust에 대한 사전 지식이 없지만, 적어도 다른 프로그래밍 언어 하나는 알고 있다고 가정합니다. 그리고 시스템 프로그래밍이나 메모리 관리에 대한 사전 지식을 가지고있다고 가정합니다. 이 코스에서 앞선 주제들을 다루어 볼것입니다.</p> +<p>즉, 처음부터 다시 시작하는 것입니다!<br /> +작고 관리 가능한 단계를 통해 Rust 지식을 쌓을 수 있습니다. 과정이 끝나면 중소 규모의 Rust 프로젝트에서 편안하게 작업할 수 있을 만큼 약 100개의 연습 문제를 풀게 됩니다.</p> +<h2 id="방법론"><a class="header" href="#방법론">방법론</a></h2> +<p>이 과정은 "실행을 통해 학습" 원칙을 기반으로 합니다.<br /> +대화형 및 실습형으로 설계되었습니다.</p> +<p><a href="https://mainmatter.com/rust-consulting/">Mainmatter</a> 는 4일에 걸친 교육환경에서 제공되도록 이 코스를 만들었습니다. 각 참석자는 자신만의 페이스로, 숙련된 강사의 지도를 받으며, 질문에 답하고, 필요에 따라 주제에 대해 더 깊이 파고들며 수업을 진행합니다.<br /> +교육 세션에 참여하고 싶거나 이 교육 과정을 회사에 도입하고 싶다면 연락해 주세요.</p> +<p>스스로 과정을 따라갈 수도 있지만, 막히는 경우 과정을 진행하는 데 도움을 줄 수 있는 친구나 멘토를 찾는 것이 좋습니다. <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/solutions">깃헙 리포지토리의 <code>solutions</code> 브랜치</a>에서 모든 연습에 대한 솔루션을 찾을 수도 있습니다.</p> +<h2 id="구조"><a class="header" href="#구조">구조</a></h2> +<p>화면 왼쪽을 보면 코스가 여러 섹션으로 나누어져 있는 것을 볼 수 있습니다. 각 섹션에서는 Rust 언어의 새로운 개념이나 기능을 소개합니다.<br /> +이해를 확인하기 위해 각 섹션은 해결해야 하는 연습문제와 짝을 이룹니다.</p> +<p><a href="https://github.com/mainmatter/100-exercises-to-learn-rust">자매 깃헙 리포지토리</a>에서 예제들을 확인할 수 있습니다.<br /> +코스를 시작하기전에 리포지토리를 로컬에 클론하세요:</p> +<pre><code class="language-bash"># GitHub에 SSH 키가 설정되어 있는 경우 +git clone git@github.com:mainmatter/100-exercises-to-learn-rust.git +# 아니면 HTTPS URL을 사용하십시오: +# +# git clone https://github.com/mainmatter/100-exercises-to-learn-rust.git +</code></pre> +<p>또한 진행 상황을 쉽게 추적하고 필요한 경우 메인 리포지토리에서 업데이트를 가져올 수 있도록 브랜치에서 작업하는 것이 좋습니다:</p> +<pre><code class="language-bash">cd 100-exercises-to-learn-rust +git checkout -b my-solutions +</code></pre> +<p>모든 예제는 <code>exercises</code> 폴더에 있습니다. 각 문제는 Rust 패키지로 구성됩니다. 패키지에는 연습 자체, 수행할 작업에 대한 지침(<code>src/lib.rs</code>에 있음), 솔루션을 자동으로 검증하기 위한 테스트 모음이 포함되어 있습니다.</p> +<h3 id="wr-워크숍-러너"><a class="header" href="#wr-워크숍-러너"><code>wr</code>, 워크숍 러너</a></h3> +<p>솔루션을 검증하기 위해 코스 내내 당신을 도와줄 도구를 제공합니다. <code>wr</code> CLI("워크숍 러너"의 줄임말)입니다. 아래 명령을 사용하여 설치하세요:</p> +<pre><code class="language-bash">cargo install --locked workshop-runner +</code></pre> +<p>새 터미널에서 리포지토리의 최상위 폴더로 이동합니다. 코스를 시작하려면 <code>wr</code> 명령을 실행하세요:</p> +<pre><code class="language-bash">wr +</code></pre> +<p><code>wr</code>은 현재 연습에 대한 솔루션을 확인합니다.<br /> +현재 연습문제를 풀 때까지 다음 섹션으로 넘어가지 마세요.</p> +<blockquote> +<p>과정을 진행하면서 솔루션을 Git에 커밋하는 것이 좋습니다. 그러면 진행 상황을 쉽게 추적하고 필요한 경우 특정 지점에서 "다시 시작할" 수 있습니다.</p> +</blockquote> +<p>코스를 즐겨보세요!</p> +<h2 id="작성자"><a class="header" href="#작성자">작성자</a></h2> +<p>이 과정은 <a href="https://mainmatter.com/rust-consulting/">Mainmatter</a>의 수석 엔지니어링 컨설턴트인 <a href="https://www.lpalmieri.com/">Luca Palmieri</a>가 작성했습니다.<br /> +Luca는 2018년부터 처음에는 TrueLayer에서, 그다음에는 AWS에서 Rust와 협력해 왔습니다.<br /> +Luca는 Rust에서 백엔드 애플리케이션을 구축하는 방법을 배우기 위한 유용한 리소스인 <a href="https://zero2prod.com">"Zero to Production in Rust"</a>의 저자입니다.<br /> +그는 또한 <a href="https://github.com/LukeMathWalker/cargo-chef"><code>cargo-chef</code></a>, <a href="https://pavex.dev">Pavex</a>와 <a href="https://github.com/LukeMathWalker/wiremock-rs"><code>wiremock</code></a>을 포함한 다양한 오픈 소스 Rust 프로젝트의 저자이자 관리자이기도 합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/01_intro/00_welcome"><code>01_intro/00_welcome</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + + <a rel="next prefetch" href="../01_intro/01_syntax.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + + <a rel="next prefetch" href="../01_intro/01_syntax.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html" class="active"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="문법"><a class="header" href="#문법">문법</a></h1> +<div class="warning"> +<p>앞으로 건너뛰지마세요!<br /> +이 섹션을 시작하기 전에 이전 섹션의 연습을 완료하세요.<br /> +이전 섹션은 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust">GitHub 저장소</a>의 <code>exercises/01_intro/00_welcome</code>에 있습니다.<br /> +<a href="00_welcome.html#wr-the-workshop-runner"><code>wr</code></a>을 사용하여 코스를 시작하고 솔루션을 확인하세요.</p> +</div> +<p>이전 작업은 연습으로도 적합하지 않지만 이미 꽤 많은 Rust <strong>문법</strong>을 노출시켰습니다. 이전 연습에서 사용된 Rust 구문을 세세하게 다루지는 않을 것입니다. 대신, <em>계속 진행할 수 있을 정도만</em> 다루겠습니다.<br /> +한 번에 한 걸음 씩!</p> +<h2 id="코멘트"><a class="header" href="#코멘트">코멘트</a></h2> +<p>한 줄 주석에는 <code>//</code>를 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이것은 한 줄 주석입니다 +// 또 다른 한 줄 주석이 이어집니다 +<span class="boring">}</span></code></pre></pre> +<h2 id="함수"><a class="header" href="#함수">함수</a></h2> +<p>Rust의 함수는 <code>fn</code> 키워드를 사용하여 정의되며 그 뒤에 함수 이름, 입력 매개변수, 반환 유형이 옵니다. 함수 본문은 중괄호 <code>{}</code>로 감싸줍니다.</p> +<p>이전 연습에서는 <code>인사말</code> 기능을 보았습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `fn` \<function_name> ( <input parameters> ) -> \<return_type> { <body> } +fn greeting() -> &'static str { + // TODO: fix me 👇 + "I'm ready to \_\_!" +} +<span class="boring">}</span></code></pre></pre> +<p><code>greeting</code>에는 입력 매개변수가 없으며 문자열 슬라이스 (<code>&'static str</code>)에 대한 참조를 반환합니다.</p> +<h3 id="반환-유형"><a class="header" href="#반환-유형">반환 유형</a></h3> +<p>함수가 아무 것도 반환하지 않으면(즉, Rust의 단위 유형인 <code>()</code>를 반환하는 경우) 반환 유형을 시그니처에서 생략할 수 있습니다. 이것이 <code>test_welcome</code> 함수에서 있었던 일입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn test_welcome() { + assert_eq!(greeting(), "I'm ready to learn Rust!"); +} +<span class="boring">}</span></code></pre></pre> +<p>위의 내용은 다음과 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// Spelling out the unit return type explicitly +// 👇 +fn test_welcome() -> () { + assert_eq!(greeting(), "I'm ready to learn Rust!"); +} +<span class="boring">}</span></code></pre></pre> +<h3 id="반환-값"><a class="header" href="#반환-값">반환 값</a></h3> +<p>함수의 마지막 표현식은 암시적으로 반환됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn greeting() -> &'static str { + // This is the last expression in the function + // Therefore its value is returned by `greeting` + "I'm ready to learn Rust!" +} +<span class="boring">}</span></code></pre></pre> +<p>중간에 값을 반환하려면 <code>return</code> 키워드를 사용할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn greeting() -> &'static str { + // Notice the semicolon at the end of the line! + return "I'm ready to learn Rust!"; +} +<span class="boring">}</span></code></pre></pre> +<p>가능하면 'return' 키워드를 생략하는 것이 관용적입니다.</p> +<h3 id="입력-매개변수"><a class="header" href="#입력-매개변수">입력 매개변수</a></h3> +<p>입력 매개변수는 함수 이름 뒤에 오는 괄호 '()' 안에 선언됩니다.<br /> +각 매개변수는 <code>이름: 타입</code> 모양으로 선언됩니다.</p> +<p>예를 들어, 아래 <code>greet</code> 함수는 <code>&str</code> 타입("문자열 슬라이스")의 <code>name</code> 매개변수를 사용합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// An input parameter +// 👇 +fn greet(name: &str) -> String { + format!("Hello, {}!", name) +} +<span class="boring">}</span></code></pre></pre> +<p>입력 매개변수가 여러 개인 경우 쉼표로 구분해야 합니다.</p> +<h3 id="타입-어노테이션"><a class="header" href="#타입-어노테이션">타입 어노테이션</a></h3> +<p>우리는 "타입"에 대해 여러 번 언급했으므로 명확하게 말하겠습니다: Rust는 <strong>정적 타입 언어</strong>입니다.<br /> +Rust의 모든 단일 값에는 유형이 있으며 해당 유형은 컴파일 타임에 컴파일러가 알 수 있어야 합니다.</p> +<p>타입은 <strong>static analysis</strong>의 한 형태입니다.<br /> +타입은 컴파일러가 프로그램의 모든 값에 첨부하는 <strong>태그</strong>로 생각할 수 있습니다. 태그에 따라 컴파일러는 다른 규칙을 적용할 수 있습니다. 숫자에 문자열을 더할 수는 없지만 두 숫자를 함께 더할 수는 있습니다. 타입을 올바르게 활용하면 모든 종류의 런타임 버그를 방지할 수 있습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/01_intro/01_syntax"><code>01_intro/01_syntax</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../01_intro/00_welcome.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/00_intro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../01_intro/00_welcome.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/00_intro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/02_basic_calculator/00_intro.html b/ko/02_basic_calculator/00_intro.html new file mode 100644 index 0000000000000000000000000000000000000000..40c2ddecad0f0fb191f47f4358497e81bc72a8a6 --- /dev/null +++ b/ko/02_basic_calculator/00_intro.html @@ -0,0 +1,245 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>간단한 계산기 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html" class="active"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="간단한-계산기"><a class="header" href="#간단한-계산기">간단한 계산기</a></h1> +<p>이번 장에서는 Rust를 <strong>계산기</strong>로 사용하는 방법을 배우겠습니다.<br /> +별것 아닌 것처럼 들리겠지만, 다음과 같은 Rust의 기본기를 많이 다룰 수 있는 기회를 제공할 것입니다:</p> +<ul> +<li>함수를 정의하고 호출하는 방법</li> +<li>변수 선언 및 사용 방법</li> +<li>원시 타입(정수 와 불리언)</li> +<li>산술 연산자(오버플로 및 언더플로 동작 포함)</li> +<li>비교 연산자</li> +<li>흐름 제어</li> +<li>패닉</li> +</ul> +<p>몇 가지 연습을 통해 기본기를 익히면 언어가 물흐르듯 써지게 됩니다. Trait와 소유권같은 더 복잡한 주제로 넘어갈 때 문법이나 기타 사소한 세부사항에 얽매이지 않고 새로운 개념에 집중할 수 있습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/00_intro"><code>02_basic_calculator/00_intro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../01_intro/01_syntax.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/01_integers.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../01_intro/01_syntax.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/01_integers.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/02_basic_calculator/01_integers.html b/ko/02_basic_calculator/01_integers.html new file mode 100644 index 0000000000000000000000000000000000000000..92b23cb4d854cd7fd9ea74d4420d9b4bcdbc059e --- /dev/null +++ b/ko/02_basic_calculator/01_integers.html @@ -0,0 +1,321 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>정수 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html" class="active"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="types-part-1"><a class="header" href="#types-part-1">Types, part 1</a></h1> +<p><a href="../01_intro/01_syntax.html">"문법" section</a>섹션에서 <code>compute</code>의 입력 매개변수는 <code>u32</code> 타입이었습니다.<br /> +그것이 <em>의미</em> 무엇인지 풀어봅시다.</p> +<h2 id="원시-타입"><a class="header" href="#원시-타입">원시 타입</a></h2> +<p><code>u32</code>는 Rust의 <strong>원시 타입</strong> 중 하나입니다. 원시 타입은 언어의 가장 기본적인 구성 요소입니다. 이는 언어 자체에 내장되어 있습니다. 다른 타입처럼 정의되지 않습니다.</p> +<p>이러한 원시 타입을 결합하여 더 복잡한 타입을 만들 수 있습니다. 곧 배우게 되실겁니다.</p> +<h2 id="정수"><a class="header" href="#정수">정수</a></h2> +<p><code>u32</code>는 <strong>부호 없는 32비트 정수</strong>입니다.</p> +<p>정수는 분수없이 나타낼 수 있는 숫자입니다. 예: '1'은 정수이지만 '1.2'는 정수가 아닙니다.</p> +<h3 id="signed-vs-unsigned"><a class="header" href="#signed-vs-unsigned">Signed vs. unsigned</a></h3> +<p>정수는 <strong>signed</strong> 또는 <strong>unsigned</strong>일 수 있습니다.<br /> +부호 없는 정수는 음수가 아닌 숫자(예: '0' 이상)만 나타낼 수 있습니다. 부호 있는 정수는 양수와 음수를 모두 나타낼 수 있습니다(예: '-1', '12' 등).</p> +<p><code>u32</code>의 <code>u</code>는 <strong>unsigned</strong>를 의미합니다.<br /> +부호 있는 정수에 해당하는 유형은 'i32'입니다. 여기서 'i'는 정수(예: 양수 또는 음수)를 나타냅니다.</p> +<h3 id="비트-폭"><a class="header" href="#비트-폭">비트 폭</a></h3> +<p>'u32'의 '32'는 메모리의 숫자를 나타내는 데 사용되는 **비트 수<sup class="footnote-reference"><a href="#bit">1</a></sup>**를 나타냅니다.<br /> +비트가 많을수록 표현할 수 있는 숫자의 범위가 커집니다.</p> +<p>Rust는 정수에 대해 <code>8</code>, <code>16</code>, <code>32</code>, <code>64</code>, <code>128</code>과 같은 다중 비트 너비를 지원합니다.</p> +<p>32비트를 사용하면 <code>u32</code>는 <code>0</code>부터 <code>2^32 - 1</code>(즉, <a href="https://doc.rust-lang.org/std/primitive.u32.html#associatedconstant.MAX"><code>u32::MAX</code></a>)까지의 숫자를 나타낼 수 있습니다.<br /> +동일한 비트 수를 사용하여 부호 있는 정수(<code>i32</code>)는 <code>-2^31</code>부터 <code>2^31 - 1</code>까지(즉, <a href="https://doc.rust-lang.org/std/primitive.i32.html#associatedconstant.MIN"><code>i32::MIN</code></a>부터 <a href="https://doc.rust-lang.org/std/primitive.i32.html#associatedconstant.MAX"><code>i32::MAX</code></a>까지)의 숫자를 나타낼 수 있습니다.<br /> +'i32'의 최대값은 'u32'의 최대값보다 작습니다. 1비트가 숫자의 부호를 나타내는 데 사용되기 때문입니다. 부호 있는 정수가 메모리에 어떻게 표현되는지에 대한 자세한 내용은 <a href="https://en.wikipedia.org/wiki/Two%27s_complement">2의 보수</a>를 확인하세요.</p> +<h3 id="요약"><a class="header" href="#요약">요약</a></h3> +<p>두 변수(signed/unsigned와 비트 폭)를 결합하면 다음과 같은 정수 유형을 얻을 수 있습니다:</p> +<div class="table-wrapper"><table><thead><tr><th>비트 폭</th><th>Signed</th><th>Unsigned</th></tr></thead><tbody> +<tr><td>8-bit</td><td><code>i8</code></td><td><code>u8</code></td></tr> +<tr><td>16-bit</td><td><code>i16</code></td><td><code>u16</code></td></tr> +<tr><td>32-bit</td><td><code>i32</code></td><td><code>u32</code></td></tr> +<tr><td>64-bit</td><td><code>i64</code></td><td><code>u64</code></td></tr> +<tr><td>128-bit</td><td><code>i128</code></td><td><code>u128</code></td></tr> +</tbody></table> +</div> +<h2 id="리터럴"><a class="header" href="#리터럴">리터럴</a></h2> +<p><strong>리터럴</strong>은 소스 코드에서 고정된 값을 나타내는 표기법입니다.<br /> +예를 들어 '42'는 숫자 42에 대한 Rust 리터럴입니다.</p> +<h3 id="타입-어노테이션-리터럴"><a class="header" href="#타입-어노테이션-리터럴">타입 어노테이션 리터럴</a></h3> +<p>하지만 Rust의 모든 값에는 유형이 있습니다. 그렇다면... '42'의 타입은 무엇일까요?</p> +<p>Rust 컴파일러는 리터럴이 사용되는 방식에 따라 리터럴의 타입을 추론하려고 시도합니다.<br /> +컨텍스트를 제공하지 않으면 컴파일러는 정수 리터럴에 대해 기본적으로 <code>i32</code>를 사용합니다.<br /> +다른 타입을 사용하려면 원하는 정수 타입을 접미사로 추가할 수 있습니다. '2u64'는 명시적으로 'u64'라고 정해진 2입니다.</p> +<h3 id="리터럴에서의-밑줄"><a class="header" href="#리터럴에서의-밑줄">리터럴에서의 밑줄</a></h3> +<p>밑줄 '_'을 사용하면 큰 숫자의 가독성을 높일 수 있습니다.<br /> +예를 들어 '1_000_000'은 '1000000'과 동일합니다.</p> +<h2 id="산술-연산자"><a class="header" href="#산술-연산자">산술 연산자</a></h2> +<p>Rust는 정수에 대해 다음과 같은 산술 연산자<sup class="footnote-reference"><a href="#traits">2</a></sup>를 지원합니다:</p> +<ul> +<li><code>+</code> 더하기</li> +<li><code>-</code> 빼기</li> +<li><code>*</code> 곱하기</li> +<li><code>/</code> 나누기</li> +<li><code>%</code> 나머지</li> +</ul> +<p>이러한 연산자의 우선순위 및 결합성 규칙은 수학과 동일합니다.<br /> +괄호를 사용하여 기본 우선 순위를 재정의할 수 있습니다. 예: <code>2 * (3 + 4)</code>.</p> +<blockquote> +<p>⚠️ <strong>경고</strong></p> +<p>나누기 연산자 '/'는 정수 유형과 함께 사용될 때 정수 나누기를 수행합니다. 즉. 결과는 0쪽으로 잘립니다. 예를 들어 '5/2'는 '2.5'가 아니라 '2'입니다.</p> +</blockquote> +<h2 id="자동-타입-변환-없음"><a class="header" href="#자동-타입-변환-없음">자동 타입 변환 없음</a></h2> +<p>이전 연습에서 논의한 것처럼 Rust는 정적으로 타입이 지정된 언어입니다.<br /> +특히 Rust는 타입 강제에 대해 상당히 엄격합니다. 타입 변환이 무손실이더라도 자동으로 값을 한 타입에서 다른 타입으로 변환<sup class="footnote-reference"><a href="#coercion">3</a></sup>하지 않습니다. 명시적으로 해야 합니다.</p> +<p>예를 들어, 모든 <code>u8</code> 값이 유효한 <code>u32</code> 값이더라도 <code>u32</code> 타입에 <code>u8</code>타입의 값을 할당할 수 없습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let b: u8 = 100; +let a: u32 = b; +<span class="boring">}</span></code></pre></pre> +<p>컴파일 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0308]: mismatched types + | +3 | let a: u32 = b; + | --- ^ expected `u32`, found `u8` + | | + | expected due to this + | +</code></pre> +<p><a href="../04_traits/09_from.html">이 코스의 뒷부분</a>에서 타입 간 변환 방법을 살펴보겠습니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>공식 Rust book의 <a href="https://doc.rust-lang.org/book/ch03-02-data-types.html#integer-types">정수 타입 섹션</a></li> +</ul> +<div class="footnote-definition" id="bit"><sup class="footnote-definition-label">1</sup> +<p>비트는 컴퓨터의 가장 작은 데이터 단위입니다. '0' 또는 '1'의 두 가지 값만 가질 수 있습니다.</p> +</div> +<div class="footnote-definition" id="traits"><sup class="footnote-definition-label">2</sup> +<p>Rust에서는 사용자 정의 연산자를 정의할 수 없지만 내장 연산자의 작동 방식을 제어할 수 있습니다. 나중에 Trait에 대해 다룬 후 연산자 오버로딩에 대해 설명하겠습니다.</p> +</div> +<div class="footnote-definition" id="coercion"><sup class="footnote-definition-label">3</sup> +<p>이 규칙에는 주로 참조, 스마트 포인터 및 인체 공학과 관련된 몇 가지 예외가 있습니다. 이에 대해서는 <a href="../04_traits/07_deref.html">나중에</a> 다루겠습니다. 그 전까지는 "모든 타입 변환이 명시적"이라는 정신이 도움이 될 것입니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/01_integers"><code>02_basic_calculator/01_integers</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/00_intro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/02_variables.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/00_intro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/02_variables.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/02_basic_calculator/02_variables.html b/ko/02_basic_calculator/02_variables.html new file mode 100644 index 0000000000000000000000000000000000000000..12014f64ba8477d9973d5283534a4c338086e657 --- /dev/null +++ b/ko/02_basic_calculator/02_variables.html @@ -0,0 +1,305 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>변수 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html" class="active"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="변수"><a class="header" href="#변수">변수</a></h1> +<p>Rust에서는 <code>let</code> 키워드를 사용하여 <strong>변수</strong>를 선언할 수 있습니다.<br /> +예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 42; +<span class="boring">}</span></code></pre></pre> +<p>위에서는 변수 <code>x</code>를 정의하고 값 <code>42</code>를 할당했습니다.</p> +<h2 id="타입"><a class="header" href="#타입">타입</a></h2> +<p>Rust의 모든 변수에는 타입이 있어야 합니다. 이는 컴파일러에 의해 유추되거나 개발자가 명시적으로 지정할 수 있습니다.</p> +<h3 id="명시적-타입-어노테이션"><a class="header" href="#명시적-타입-어노테이션">명시적 타입 어노테이션</a></h3> +<p>변수 이름 뒤에 콜론 <code>:</code>을 추가하고 타입을 추가하여 변수 타입을 지정할 수 있습니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// let <variable_name>: <type> = <expression>; +let x: u32 = 42; +<span class="boring">}</span></code></pre></pre> +<p>위의 예에서는 <code>x</code>의 타입을 <code>u32</code>로 명시적으로 제한했습니다.</p> +<h3 id="타입-추론"><a class="header" href="#타입-추론">타입 추론</a></h3> +<p>변수 타입을 지정하지 않으면 컴파일러는 변수가 사용되는 컨텍스트를 기반으로 변수 타입을 추론하려고 시도합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 42; +let y: u32 = x; +<span class="boring">}</span></code></pre></pre> +<p>위의 예에서는 <code>x</code>의 타입을 지정하지 않았습니다.<br /> +<code>x</code>는 나중에 명시적으로 <code>u32</code>로 입력되는 <code>y</code>에 할당됩니다. Rust는 자동 타입 강제 변환을 수행하지 않기 때문에 컴파일러는 <code>x</code>의 타입을 <code>u32</code>로 추론합니다. 이는 <code>y</code>와 동일하고 프로그램이 오류 없이 컴파일할 수 있게 해주는 유일한 타입입니다.</p> +<h3 id="추론의-한계"><a class="header" href="#추론의-한계">추론의 한계</a></h3> +<p>컴파일러는 사용법에 따라 올바른 변수 타입을 유추하기 위해 약간의 도움이 필요한 경우가 있습니다.<br /> +이러한 경우 컴파일 오류가 발생하고 컴파일러는 상황을 명확하게 하기 위해 명시적인 타입 힌트를 제공하도록 요청합니다.</p> +<h2 id="함수-인수는-변수입니다"><a class="header" href="#함수-인수는-변수입니다">함수 인수는 변수입니다</a></h2> +<p>모든 영웅이 망토를 입는 것은 아니며, 모든 변수가 <code>let</code>으로 선언되는 것은 아닙니다.<br /> +함수 인수도 변수입니다!</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn add_one(x: u32) -> u32 { + x + 1 +} +<span class="boring">}</span></code></pre></pre> +<p>위의 예에서 <code>x</code>는 <code>u32</code> 타입의 변수입니다.<br /> +<code>x</code>와 <code>let</code>으로 선언된 변수의 유일한 차이점은 함수 인수 <strong>반드시</strong> 해당 타입이 명시적으로 선언되어야 한다는 것입니다. 컴파일러는 이를 추론하지 않습니다.<br /> +이 제약은 Rust 컴파일러(그리고 우리 인간도!)가 구현을 살펴보지 않고도 함수의 시그니처를 이해할 수 있게 해줍니다. 이는 컴파일 속도<sup class="footnote-reference"><a href="#speed">1</a></sup>를 크게 향상시킵니다!</p> +<h2 id="초기화"><a class="header" href="#초기화">초기화</a></h2> +<p>변수를 선언할 때 변수를 초기화할 필요는 없습니다.<br /> +예를 들어</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x: u32; +<span class="boring">}</span></code></pre></pre> +<p>유효한 변수 선언입니다.<br /> +그러나 변수를 사용하기 전에 초기화해야 합니다. 다음을 수행하지 않으면 컴파일러에서 오류가 발생합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x: u32; +let y = x + 1; +<span class="boring">}</span></code></pre></pre> +<p>컴파일 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0381]: used binding `x` isn't initialized + --> src/main.rs:3:9 + | +2 | let x: u32; + | - binding declared here but left uninitialized +3 | let y = x + 1; + | ^ `x` used here but it isn't initialized + | +help: consider assigning a value + | +2 | let x: u32 = 0; + | +++ +</code></pre> +<div class="footnote-definition" id="speed"><sup class="footnote-definition-label">1</sup> +<p>Rust 컴파일러는 컴파일 속도를 위한 어떤 도움이라도 필요로합니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/02_variables"><code>02_basic_calculator/02_variables</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/01_integers.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/03_if_else.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/01_integers.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/03_if_else.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html" class="active"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="흐름-제어-part-1"><a class="header" href="#흐름-제어-part-1">흐름 제어, part 1</a></h1> +<p>지금까지 우리의 모든 프로그램은 매우 간단했습니다.<br /> +일련의 명령이 위에서 아래로 실행됩니다.</p> +<p>이제 몇 가지 <strong>분기</strong>를 소개할 시간입니다.</p> +<h2 id="if-문"><a class="header" href="#if-문"><code>if</code> 문</a></h2> +<p><code>if</code> 키워드는 조건이 참인 경우에만 코드 블록을 실행하는 데 사용됩니다.</p> +<p>간단한 예는 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let number = 3; +if number < 5 { + println!("`number` is smaller than 5"); +} +<span class="boring">}</span></code></pre></pre> +<p>이 프로그램은 <code>number < 5</code> 조건이 true이기 때문에 <code>number is less than 5</code>를 프린트합니다.</p> +<h3 id="else-문"><a class="header" href="#else-문"><code>else</code> 문</a></h3> +<p>대부분의 프로그래밍 언어와 마찬가지로 Rust는 <code>if</code> 표현식의 조건이 거짓일 때 코드 블록을 실행하기 위한 선택적인 <code>else</code> 분기를 지원합니다.<br /> +예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let number = 3; + +if number < 5 { + println!("`number` is smaller than 5"); +} else { + println!("`number` is greater than or equal to 5"); +} +<span class="boring">}</span></code></pre></pre> +<h2 id="불리언"><a class="header" href="#불리언">불리언</a></h2> +<p><code>if</code> 표현식의 조건은 <code>bool</code> 타입의 <strong>불리언</strong>이어야 합니다.<br /> +정수와 마찬가지로 불리언도 Rust의 원시 타입입니다.</p> +<p>불리언은 <code>true</code> 또는 <code>false</code>라는 두 가지 값 중 하나를 가질 수 있습니다.</p> +<h3 id="참-혹은-거짓이-아닌-경ㅇ"><a class="header" href="#참-혹은-거짓이-아닌-경ㅇ">참 혹은 거짓이 아닌 경ㅇ</a></h3> +<p><code>if</code> 표현식의 조건이 불리언이 아닌 경우 컴파일 오류가 발생합니다.</p> +<p>예를 들어 다음 코드는 컴파일되지 않습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let number = 3; +if number { + println!("`number` is not zero"); +} +<span class="boring">}</span></code></pre></pre> +<p>다음과 같은 컴파일 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0308]: mismatched types + --> src/main.rs:3:8 + | +3 | if number { + | ^^^^^^ expected `bool`, found integer +</code></pre> +<p>이는 타입 강제에 관한 Rust의 철학을 따른 것입니다. 즉, 불리언이 아닌 타입에서 불리언으로의 자동 변환은 없습니다. Rust에는 JavaScript나 Python처럼 <strong>참</strong> 또는 <strong>거짓</strong> 값이라는 개념이 없습니다.<br /> +확인하려는 조건에 대해 명시적으로 설명해야 합니다.</p> +<h3 id="비교-연산자"><a class="header" href="#비교-연산자">비교 연산자</a></h3> +<p><code>if</code> 표현식의 조건을 작성하기 위해 비교 연산자를 사용하는 것은 매우 일반적입니다.<br /> +정수로 작업할 때 Rust에서 사용할 수 있는 비교 연산자는 다음과 같습니다:</p> +<ul> +<li><code>==</code>: 같음</li> +<li><code>!=</code>: 같지 않음</li> +<li><code><</code>: 미만</li> +<li><code>></code>: 초과</li> +<li><code><=</code>: 작거나 같음</li> +<li><code>>=</code>: 크거나 같음</li> +</ul> +<h2 id="ifelse는-표현식입니다"><a class="header" href="#ifelse는-표현식입니다"><code>if/else</code>는 표현식입니다</a></h2> +<p>Rust에서 <code>if</code> 표현식은 명령문이 아닌 <strong>표현식</strong>입니다. 즉, 값을 반환합니다.<br /> +해당 값은 변수에 할당되거나 다른 표현식에 사용될 수 있습니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let number = 3; +let message = if number < 5 { + "smaller than 5" +} else { + "greater than or equal to 5" +}; +<span class="boring">}</span></code></pre></pre> +<p>위의 예에서 <code>if</code>의 각 분기는 문자열 리터럴로 평가된 다음 <code>message</code> 변수에 할당됩니다.<br /> +유일한 요구 사항은 두 <code>if</code> 분기가 동일한 타입을 반환한다는 것입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/03_if_else"><code>02_basic_calculator/03_if_else</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/02_variables.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/04_panics.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/02_variables.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/04_panics.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/02_basic_calculator/04_panics.html b/ko/02_basic_calculator/04_panics.html new file mode 100644 index 0000000000000000000000000000000000000000..ee99940f3a7f5b51ea8804560a7246fe2f434d84 --- /dev/null +++ b/ko/02_basic_calculator/04_panics.html @@ -0,0 +1,270 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>패닉 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html" class="active"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="패닉"><a class="header" href="#패닉">패닉</a></h1> +<p><a href="02_variables.html">"변수" 섹션</a>에 작성한 <code>speed</code> 함수로 돌아가 보겠습니다. 아마도 다음과 같았을 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn speed(start: u32, end: u32, time_elapsed: u32) -> u32 { + let distance = end - start; + distance / time_elapsed +} +<span class="boring">}</span></code></pre></pre> +<p>예리한 눈을 갖고 계시다면 한 가지 문제를 발견하셨을 것입니다<sup class="footnote-reference"><a href="#one">1</a></sup>: <code>time_elapsed</code>가 0이면 어떻게 될까요?</p> +<p><a href="https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=36e5ddbe3b3f741dfa9f74c956622bac">Rust playground에서</a> 해 볼 수 있습니다!<br /> +프로그램은 다음 오류 메시지와 함께 종료됩니다:</p> +<pre><code class="language-text">thread 'main' panicked at src/main.rs:3:5: +attempt to divide by zero +</code></pre> +<p>이를 <strong>패닉</strong>이라고 합니다.<br /> +패닉은 무언가 잘못되어 프로그램이 계속 실행될 수 없음을 알리는 Rust의 방법입니다. 이는 <strong>복구할 수 없는 오류</strong><sup class="footnote-reference"><a href="#catching">2</a></sup>입니다. 0으로 나누는 것은 이러한 오류로 분류됩니다.</p> +<h2 id="panic-매크로"><a class="header" href="#panic-매크로">panic! 매크로</a></h2> +<p><code>panic!</code> 매크로<sup class="footnote-reference"><a href="#macro">3</a></sup>를 호출하여 의도적으로 패닉을 유발할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + panic!("This is a panic!"); + // 아래 줄은 절대 실행되지 않습니다 + let x = 1 + 2; +}</code></pre></pre> +<p>Rust에는 복구 가능한 오류를 처리하는 다른 메커니즘이 있는데, 이에 대해서는 <a href="../05_ticket_v2/06_fallibility.html">나중에 다루겠습니다</a>. 당분간 우리는 무식하지만 간단한 임시방편으로 패닉을 고수할 것입니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/macro.panic.html">panic! 매크로 문서</a></li> +</ul> +<div class="footnote-definition" id="one"><sup class="footnote-definition-label">1</sup> +<p>우리가 곧 다루게 될 <code>speed</code> 와 관련된 또 다른 문제가 있습니다. 발견하셨나요?</p> +</div> +<div class="footnote-definition" id="catching"><sup class="footnote-definition-label">2</sup> +<p>패닉을 catch 시도할 수 있지만 이는 매우 특정한 상황에서의 최후의 수단으로 시도해야합니다.</p> +</div> +<div class="footnote-definition" id="macro"><sup class="footnote-definition-label">3</sup> +<p>뒤에 <code>!</code>가 오면 매크로 호출입니다. 지금은 매크로를 양념 함수로 생각하세요. 이 코스의 뒷부분에서 이에 대해 더 자세히 다루겠습니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/04_panics"><code>02_basic_calculator/04_panics</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/03_if_else.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/05_factorial.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/03_if_else.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/05_factorial.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/02_basic_calculator/05_factorial.html b/ko/02_basic_calculator/05_factorial.html new file mode 100644 index 0000000000000000000000000000000000000000..4f1d6dbda58423597898839ecce1b9fc93dcf719 --- /dev/null +++ b/ko/02_basic_calculator/05_factorial.html @@ -0,0 +1,242 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>팩토리얼 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html" class="active"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="팩토리얼"><a class="header" href="#팩토리얼">팩토리얼</a></h1> +<p>지금까지 배운 내용:</p> +<ul> +<li>함수를 정의하는 방법</li> +<li>함수를 호출하는 방법</li> +<li>Rust에서 사용할 수 있는 정수 타입</li> +<li>정수에 사용할 수 있는 산술 연산자</li> +<li>비교 및 <code>if</code>/<code>else</code> 표현식을 통해 조건 로직 실행하는 방법</li> +</ul> +<p>팩토리얼을 다룰 준비가 된 것 같습니다!</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/05_factorial"><code>02_basic_calculator/05_factorial</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/04_panics.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/06_while.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/04_panics.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/06_while.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/02_basic_calculator/06_while.html b/ko/02_basic_calculator/06_while.html new file mode 100644 index 0000000000000000000000000000000000000000..44aa576c439aadac2ba65f4e03af9f1ba071f46b --- /dev/null +++ b/ko/02_basic_calculator/06_while.html @@ -0,0 +1,303 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>루프: while - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html" class="active"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="루프-part-1-while"><a class="header" href="#루프-part-1-while">루프, part 1: <code>while</code></a></h1> +<p><code>factorial</code> 구현에서는 재귀를 사용해야 합니다.<br /> +이는 특히 함수형 프로그래밍에 대한 배경 지식이 있는 경우 자연스럽게 느껴질 수 있습니다. 또는 C나 Python과 같은 명령형 언어에 익숙하다면 이상하게 느껴질 수도 있습니다.</p> +<p>대신 <strong>루프</strong>를 사용하여 동일한 기능을 구현하는 방법을 살펴보겠습니다.</p> +<h2 id="while-루프"><a class="header" href="#while-루프"><code>while</code> 루프</a></h2> +<p><code>while</code> 루프는 <strong>조건</strong>이 true인 동안 코드 블록을 실행하는 방법입니다.<br /> +일반적인 문법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>while <condition> { + // 실행할 코드 +} +<span class="boring">}</span></code></pre></pre> +<p>예를 들어 1부터 5까지의 숫자를 더하려할 때:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let sum = 0; +let i = 1; +// "i가 5보다 작거나 같은 동안" +while i <= 5 { + // `+=`는 `sum = sum + i`의 약어입니다. + sum += i; + i += 1; +} +<span class="boring">}</span></code></pre></pre> +<p>이는 <code>i</code>가 더 이상 5보다 작거나 같지 않을 때까지 <code>i</code>에 1을 계속 추가하고 <code>sum</code>에 <code>i</code>를 추가합니다.</p> +<h2 id="mut-키워드"><a class="header" href="#mut-키워드"><code>mut</code> 키워드</a></h2> +<p>위의 예는 있는 그대로 컴파일되지 않습니다. 다음과 같은 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0384]: cannot assign twice to immutable variable `sum` + --> src/main.rs:7:9 + | +2 | let sum = 0; + | --- + | | + | first assignment to `sum` + | help: consider making this binding mutable: `mut sum` +... +7 | sum += i; + | ^^^^^^^^ cannot assign twice to immutable variable + +error[E0384]: cannot assign twice to immutable variable `i` + --> src/main.rs:8:9 + | +3 | let i = 1; + | - + | | + | first assignment to `i` + | help: consider making this binding mutable: `mut i` +... +8 | i += 1; + | ^^^^^^ cannot assign twice to immutable variable +</code></pre> +<p>이는 Rust의 변수가 기본적으로 <strong>immutable</strong>이기 때문입니다.<br /> +일단 할당된 값은 수저할 수 없습니다.</p> +<p>수정을 허용하려면 <code>mut</code> 키워드를 사용하여 변수를 <strong>mutable</strong>으로 선언해야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `sum`과 `i`는 이제 수정 가능합니다! +let mut sum = 0; +let mut i = 1; + +while i <= 5 { + sum += i; + i += 1; +} +<span class="boring">}</span></code></pre></pre> +<p>그러면 오류 없이 컴파일되고 실행됩니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/keyword.while.html"><code>while</code> 루프 문서</a></li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/06_while"><code>02_basic_calculator/06_while</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/05_factorial.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/07_for.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/05_factorial.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/07_for.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/02_basic_calculator/07_for.html b/ko/02_basic_calculator/07_for.html new file mode 100644 index 0000000000000000000000000000000000000000..2882eabc5bbbe604ca4f091a77519f9fd12ddbd9 --- /dev/null +++ b/ko/02_basic_calculator/07_for.html @@ -0,0 +1,282 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>루프: for - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html" class="active"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="루프-part-2-for"><a class="header" href="#루프-part-2-for">루프, part 2: <code>for</code></a></h1> +<p>카운터 변수를 수동으로 증가시키는 것은 다소 지루한 일입니다. 굉장히 흔한 패턴이기도해요!<br /> +이를 더 쉽게 만들기 위해 Rust는 다양한 값을 반복하는 보다 간결한 방법인 <code>for</code> 루프를 제공합니다.</p> +<h2 id="for-루프"><a class="header" href="#for-루프"><code>for</code> 루프</a></h2> +<p><code>for</code> 루프는 반복자<sup class="footnote-reference"><a href="#iterator">1</a></sup>의 각 요소에 대해 코드 블록을 실행하는 방법입니다.</p> +<p>일반적인 문법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>for <element> in <iterator> { + // 실행할 코드 +} +<span class="boring">}</span></code></pre></pre> +<h2 id="범위"><a class="header" href="#범위">범위</a></h2> +<p>Rust의 표준 라이브러리는 일련의 숫자[^weird-ranges]를 반복하는 데 사용할 수 있는 <strong>range</strong> 타입을 제공합니다.</p> +<p>예를 들어 1부터 5까지의 합을 구한다면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut sum = 0; +for i in 1..=5 { + sum += i; +} +<span class="boring">}</span></code></pre></pre> +<p>루프가 실행될 때마다 <code>i</code>에는 코드 블록을 실행하기 전에 범위의 다음 값이 할당됩니다.</p> +<p>Rust에는 5가지 종류의 범위가 있습니다:</p> +<ul> +<li><code>1..5</code>: A (half-open) 범위. 여기에는 1부터 4까지의 모든 숫자가 포함됩니다. 마지막 값인 5는 포함되지 않습니다.</li> +<li><code>1..=5</code>: 포함 범위입니다. 여기에는 1부터 5까지의 모든 숫자가 포함됩니다. 마지막 값인 5도 포함됩니다.</li> +<li><code>1..</code>: 개방형 범위입니다. 1부터 무한대(정수형의 최대값까지)까지의 모든 숫자를 포함합니다.</li> +<li><code>..5</code>: 정수형의 최소값에서 시작하여 4로 끝나는 범위입니다. 마지막 값인 5는 포함되지 않습니다.</li> +<li><code>..=5</code>: 정수형의 최소값에서 시작하여 5로 끝나는 범위. 마지막 값인 5를 포함합니다.</li> +</ul> +<p>시작점이 명시적으로 지정된 처음 세 종류의 범위에 <code>for</code> 루프를 사용할 수 있습니다. 마지막 두 가지 범위 타입은 나중에 다루게 될 다른 상황에서 사용됩니다.</p> +<p>범위의 극단값은 정수 리터럴일 필요는 없습니다—변수나 표현식일 수도 있습니다!</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let end = 5; +let mut sum = 0; + +for i in 1..(end + 1) { + sum += i; +} +<span class="boring">}</span></code></pre></pre> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/keyword.for.html"><code>for</code> 루프 문서</a></li> +</ul> +<div class="footnote-definition" id="iterator"><sup class="footnote-definition-label">1</sup> +<p>이 과정의 후반부에서 "반복자"로 간주되는 것이 무엇인지에 대한 정확한 정의를 제공할 것입니다. 지금은 이를 반복할 수 있는 일련의 값으로 생각하세요. [^weird-ranges]: 다른 타입(예: 문자 및 IP 주소)에도 범위를 사용할 수 있지만 일상적인 Rust 프로그래밍에서는 확실히 정수가 가장 일반적인 경우입니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/07_for"><code>02_basic_calculator/07_for</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/06_while.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/08_overflow.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/06_while.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/08_overflow.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/02_basic_calculator/08_overflow.html b/ko/02_basic_calculator/08_overflow.html new file mode 100644 index 0000000000000000000000000000000000000000..8b99b9ac43c8c58298c05ba3aed0507ad529cce5 --- /dev/null +++ b/ko/02_basic_calculator/08_overflow.html @@ -0,0 +1,288 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>오버플로우와 언더플로우 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html" class="active"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="오버플로우"><a class="header" href="#오버플로우">오버플로우</a></h1> +<p>팩토리얼은 매우 빠르게 증가합니다.<br /> +예를 들어, 팩토리얼 20은 2,432,902,008,176,640,000입니다. 이는 이미 32비트 정수의 최대값인 2,147,483,647보다 큽니다.</p> +<p>산술 연산의 결과가 주어진 정수 유형의 최대값보다 큰 경우 <strong>정수 오버플로우</strong>에 대해 이야기합니다.</p> +<p>정수 오버플로우는 산술 연산 정의를 위반하기 때문에 문제가 됩니다.<br /> +주어진 타입의 두 정수 사이의 산술 연산 결과는 동일한 타입의 또 다른 정수여야 합니다. 하지만 _수학적으로 올바른 결과_는 해당 정수 타입에 맞지 않습니다!</p> +<blockquote> +<p>결과가 특정 정수 유형의 최소값보다 작은 경우 해당 상황을 <strong>정수 언더플로우</strong>라고 합니다.<br /> +간결하게 하기 위해 이 섹션의 나머지 부분에서는 정수 오버플로우에 대해서만 설명하겠습니다. 하지만 우리가 말하는 모든 내용은 정수 언더플로우에도 적용된다는 점을 명심하세요.</p> +<p><a href="02_variables.html">"변수" 섹션</a>에 작성한 <code>speed</code>함수는 일부 입력 조합에 대해 언더플로우됩니다. 예: <code>end</code>가 <code>start</code>보다 작으면 <code>end - start</code>는 결과가 음수로 가정되지만 <code>u32</code>는 음수를 나타낼 수 없으므로 <code>u32</code> 타입으로 언더플로우됩니다.</p> +</blockquote> +<h2 id="자동-승격-없음"><a class="header" href="#자동-승격-없음">자동 승격 없음</a></h2> +<p>한 가지 가능한 접근 방식은 결과를 더 큰 정수 타입으로 자동 승격시키는 것입니다. 예: 두 개의 <code>u8</code> 정수를 합산하고 그 결과가 256(<code>u8::MAX + 1</code>)이라면 Rust는 그 결과를 256을 수용할 만큼 큰 다음 정수 타입인 <code>u16</code>으로 해석하도록 선택할 수 있습니다.</p> +<p>그러나 이전에 논의한 것처럼 Rust는 타입 변환에 대해 매우 까다롭습니다. 자동 정수 승격은 정수 오버플로우 문제에 대한 Rust의 솔루션이 아닙니다.</p> +<h2 id="대안"><a class="header" href="#대안">대안</a></h2> +<p>자동 승격을 배제했으므로 정수 오버플로우가 발생하면 어떻게 해야 할까요?<br /> +이는 두 가지 접근 방식으로 요약됩니다:</p> +<ul> +<li>작업 거부</li> +<li>예상되는 정수 타입에 맞는 "합리적인" 결과를 생각해 보세요</li> +</ul> +<h3 id="작업-거부"><a class="header" href="#작업-거부">작업 거부</a></h3> +<p>이것은 가장 보수적인 접근 방식입니다. 정수 오버플로우가 발생하면 프로그램을 중지합니다.<br /> +이는 <a href="04_panics.html">"패닉" 섹션</a>에서 이미 본 메커니즘인 패닉을 통해 수행됩니다.</p> +<h3 id="합리적인-결과를-내세요"><a class="header" href="#합리적인-결과를-내세요">"합리적인" 결과를 내세요</a></h3> +<p>산술 연산의 결과가 특정 정수 타입의 최대값보다 큰 경우 <strong>wrap around</strong>를 선택할 수 있습니다.<br /> +주어진 정수형에 가능한 모든 값을 원으로 생각한다면, wrap around는 최대값에 도달하면 최소값부터 다시 시작한다는 뜻입니다.</p> +<p>예를 들어, 1과 255(=<code>u8::MAX</code>)에 <strong>wrapping addition</strong>를 수행하면 결과는 0(=<code>u8::MIN</code>)입니다. 부호 있는 정수로 작업하는 경우에도 동일한 원칙이 적용됩니다. 예: 127(=<code>i8::MAX</code>)에 wrapping와 함께 1을 더하면 -128(=<code>i8::MIN</code>)이 됩니다.</p> +<h2 id="오버플로우-검사"><a class="header" href="#오버플로우-검사"><code>오버플로우 검사</code></a></h2> +<p>Rust를 사용하면 개발자가 정수 오버플로우가 발생할 때 사용할 접근 방식을 선택할 수 있습니다. 동작은 <code>overflow-checks</code> 프로필 설정에 의해 제어됩니다.</p> +<p><code>overflow-checks</code>가 <code>true</code>로 설정되면 Rust는 정수 연산이 오버플로우될 때 <strong>런타임에 패닉</strong>을 일으킬 것입니다. <code>overflow-checks</code>가 <code>false</code>로 설정되면 Rust는 정수 연산이 오버플로될 때 <strong>wrap around</strong>합니다.</p> +<p>프로필 설정이 무엇인지 궁금하실 겁니다. 그것에 대해 살펴 보겠습니다!</p> +<h2 id="프로필"><a class="header" href="#프로필">프로필</a></h2> +<p><a href="https://doc.rust-lang.org/cargo/reference/profiles.html"><strong>프로필</strong></a>은 Rust 코드가 컴파일되는 방식을 사용자 정의하는 데 사용할 수 있는 구성 옵션 세트입니다.</p> +<p>Cargo는 <code>dev</code>와 <code>release</code>라는 두 가지 내장 프로필을 제공합니다.<br /> +<code>dev</code> 프로필은 <code>cargo build</code>, <code>cargo run</code> 또는 <code>cargo test</code>를 실행할 때마다 사용됩니다. 로컬 개발을 목표로 하므로 더 빠른 컴파일 시간과 더 나은 디버깅 환경을 위해 런타임 성능을 희생합니다.<br /> +대신 <code>release</code> 프로필은 런타임 성능에 최적화되어 있지만 컴파일 시간이 더 길어집니다. <code>--release</code> 플래그를 통해 명시적으로 요청해야 합니다. <code>cargo build --release</code> 또는 <code>cargo run --release</code>.</p> +<blockquote> +<p>"릴리스 모드에서 프로젝트를 빌드하셨나요?"라는 말은 Rust 커뮤니티에서 거의 밈이 되었습니다.<br /> +이는 Rust에 익숙하지 않고 릴리스 모드에서 자신의 프로젝트를 빌드하지 않았다는 사실을 깨닫기도 전에 소셜 미디어(예: Reddit, Twitter 등)에서 Rust의 성능에 대해 불평하는 개발자에게 사용하는 밈입니다.</p> +</blockquote> +<p>사용자 정의 프로필을 정의하거나 기본 제공 프로필을 사용자 정의할 수도 있습니다.</p> +<h3 id="overflow-check"><a class="header" href="#overflow-check"><code>overflow-check</code></a></h3> +<p>기본적으로 <code>overflow-checks</code>는 다음과 같이 설정됩니다:</p> +<ul> +<li><code>dev</code> 프로필의 경우 <code>true</code></li> +<li><code>release</code> 프로필의 경우 <code>false</code></li> +</ul> +<p>이는 두 프로필의 목표와 일치합니다.<br /> +<code>dev</code>는 로컬 개발을 목표로 하기 때문에 잠재적인 문제를 조기에 부각시키기 위해 패닉합니다.<br /> +반면에 <code>release</code>는 런타임 성능에 맞게 조정됩니다. 오버플로우를 확인하면 프로그램 속도가 느려지므로 wrap around를 선호합니다.</p> +<p>동시에 두 프로파일에 대해 다른 동작을 하면 미묘한 버그가 발생할 수 있습니다. 두 프로파일 모두에서 <code>overflow-check</code>를 사용할 수 있도록 하는 것이 좋습니다. 조용히 잘못된 결과를 내는 것보다 크래시나는 것이 좋습니다. 런타임 성능 문제는 대부분의 경우 무시할 수 있습니다. 성능이 중요한 애플리케이션을 사용하는 경우 벤치마크를 실행하여 감당 가능한 수준인지 결정할 수 있습니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>Rust의 정수 오버플로에 대한 심층적인 논의는 <a href="https://huonw.github.io/blog/2016/04/myths-and-legends-about-integer-overflow-in-rust/">"Myths and legends about integer overflow in Rust"</a>을 확인하세요.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/08_overflow"><code>02_basic_calculator/08_overflow</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/07_for.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/09_saturating.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html" class="active"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="사례별-동작"><a class="header" href="#사례별-동작">사례별 동작</a></h1> +<p><code>overflow-checks</code>는 무뚝뚝한 도구입니다. 전체 프로그램에 영향을 미치는 전역 설정입니다.<br /> +상황에 따라 정수 오버플로우를 다르게 처리하려는 경우가 종종 있습니다. 때로는 래핑이 올바른 선택이고, 다른 경우에는 패닉이 더 좋습니다.</p> +<h2 id="wrapping_-메소드"><a class="header" href="#wrapping_-메소드"><code>wrapping_</code> 메소드</a></h2> +<p><code>wrapping_</code> 메소드<sup class="footnote-reference"><a href="#method">1</a></sup>를 사용하여 연산별로 래핑 산술을 선택할 수 있습니다.<br /> +예를 들어 <code>wrapping_add</code>를 사용하여 래핑으로 두 개의 정수를 더할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 255u8; +let y = 1u8; +let sum = x.wrapping_add(y); +assert_eq!(sum, 0); +<span class="boring">}</span></code></pre></pre> +<h2 id="saturating_-메소드"><a class="header" href="#saturating_-메소드"><code>saturating_</code> 메소드</a></h2> +<p>또는 <code>saturating_</code> 메서드를 사용하여 <strong>포화 산술</strong>을 선택할 수도 있습니다.<br /> +래핑 대신 포화 산술은 정수 타입의 최대값 또는 최소값을 반환합니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 255u8; +let y = 1u8; +let sum = x.saturating_add(y); +assert_eq!(sum, 255); +<span class="boring">}</span></code></pre></pre> +<p><code>255 + 1</code>은 <code>256</code>이며 이는 <code>u8::MAX</code>보다 크므로 결과는 <code>u8::MAX</code> (255)입니다.<br /> +언더플로우의 경우 반대가 발생합니다. <code>0 - 1</code>은 <code>-1</code>이며 이는 <code>u8::MIN</code>보다 작으므로 결과는 <code>u8::MIN</code> (0)입니다.</p> +<p><code>overflow-checks</code> 프로필 설정을 통해 포화 산술을 할 수 없습니다. 산술 연산을 수행할 때 이를 명시적으로 선택해야 합니다.</p> +<div class="footnote-definition" id="method"><sup class="footnote-definition-label">1</sup> +<p>메소드를 특정 유형에 "연결된" 함수로 생각할 수 있습니다. 다음 장에서는 메서드(그리고 이를 정의하는 방법)를 다룰 것입니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/09_saturating"><code>02_basic_calculator/09_saturating</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/08_overflow.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/10_as_casting.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/08_overflow.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../02_basic_calculator/10_as_casting.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html" class="active"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 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class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="변환-pt-1"><a class="header" href="#변환-pt-1">변환, pt. 1</a></h1> +<p>우리는 Rust가 정수에 대해 암묵적인 타입 변환을 수행하지 않는다는 점을 계속해서 반복했습니다.<br /> +그렇다면 <em>명시적</em> 변환을 어떻게 수행할까요?</p> +<h2 id="as"><a class="header" href="#as"><code>as</code></a></h2> +<p><code>as</code> 연산자를 사용하여 정수 타입 간에 변환할 수 있습니다.<br /> +<code>as</code> 변환은 <strong>infallible</strong>입니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let a: u32 = 10; + +// `a`를 `u64` 타입으로 캐스트 +let b = a as u64; + +// 컴파일러가 +// 올바르게 추론할 수 있는 경우 +// `_`를 대상 타입으로 사용할 수 있습니다. 예시: +let c: u64 = a as _; +<span class="boring">}</span></code></pre></pre> +<p>이 변환의 의미는 여러분이 예상하는 것과 같습니다. 모든 <code>u32</code> 값은 유효한 <code>u64</code> 값입니다.</p> +<h3 id="truncation"><a class="header" href="#truncation">Truncation</a></h3> +<p>반대 방향으로 가면 상황이 더 흥미로워집니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 너무 커서 +// `u8`에 들어갈 수 없는 숫자 +let a: u16 = 255 + 1; +let b = a as u8; +<span class="boring">}</span></code></pre></pre> +<p><code>as</code> 변환에는 오류가 없기 때문에 이 프로그램은 문제 없이 실행됩니다. 그런데 <code>b</code>의 값은 무엇입니까? 더 큰 정수 타입에서 더 작은 타입으로 전환할 때 Rust 컴파일러는 <strong>truncation</strong>을 수행합니다.</p> +<p>무슨 일이 일어나는지 이해하기 위해 <code>256u16</code>이 메모리에 비트 시퀀스로 어떻게 표시되는지부터 살펴보겠습니다:</p> +<pre><code class="language-text"> 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 +| | | ++---------------+---------------+ + First 8 bits Last 8 bits +</code></pre> +<p><code>u8</code>로 변환할 때 Rust 컴파일러는 <code>u16</code> 메모리 표현의 마지막 8비트를 유지합니다:</p> +<pre><code class="language-text"> 0 0 0 0 0 0 0 0 +| | ++---------------+ + Last 8 bits +</code></pre> +<p>따라서 <code>256 as u8</code>은 <code>0</code>과 같습니다. 그건... 대부분의 시나리오에서 이상적이지 않습니다.<br /> +실제로, Rust 컴파일러는 여러분이 리터럴 값을 캐스팅하려고 시도하는 것을 발견하면 적극적으로 여러분을 막으려고 노력할 것입니다:</p> +<pre><code class="language-text">error: literal out of range for `i8` + | +4 | let a = 255 as i8; + | ^^^ + | + = note: the literal `255` does not fit into the type `i8` whose range is `-128..=127` + = help: consider using the type `u8` instead + = note: `#[deny(overflowing_literals)]` on by default +</code></pre> +<h3 id="추천하는-방식"><a class="header" href="#추천하는-방식">추천하는 방식</a></h3> +<p>경험상 <code>as</code> 캐스팅할 때는 매우 주의해야 합니다.<br /> +더 작은 타입에서 더 큰 타입으로 전환하려면 <em>독점적으로</em> 사용하세요. 더 큰 정수 타입에서 더 작은 정수 타입으로 변환하려면 이 과정의 뒷부분에서 살펴볼 <a href="../05_ticket_v2/13_try_from.html"><em>fallible</em> 변환 메커니즘</a>을 사용하세요.</p> +<h3 id="한계점"><a class="header" href="#한계점">한계점</a></h3> +<p>놀라운 동작이 as 캐스팅의 유일한 단점은 아닙니다. as 캐스팅은 상당히 제한적이어서, 원시 타입과 몇 가지 특별한 경우에만 사용할 수 있습니다.<br /> +복합 타입으로 작업할 때 나중에 살펴보게 될 다양한 변환 메커니즘(<a href="../05_ticket_v2/13_try_from.html">fallible</a>과 <a href="../04_traits/09_from.html">infallible</a>)를 사용해야합니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>각 소스/타겟 조합에 대한 <code>as</code> 캐스팅의 정확한 동작과 허용되는 변환의 전체 목록을 알아보려면 <a href="https://doc.rust-lang.org/reference/expressions/operator-expr.html#numeric-cast">Rust's official reference</a>를 확인하세요.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/10_as_casting"><code>02_basic_calculator/10_as_casting</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/09_saturating.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/00_intro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/09_saturating.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/00_intro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html" class="active"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="티켓-모델링"><a class="header" href="#티켓-모델링">티켓 모델링</a></h1> +<p>첫 번째 장에서는 Rust의 원시 타입, 연산자 및 기본 흐름 제어 구성 중 일부에 대해 잘 이해할 수 있었을 것입니다.<br /> +이번 장에서 우리는 한 단계 더 나아가 Rust를 진정으로 독특하게 만드는 요소인 <strong>소유권</strong>을 다룰 것입니다.<br /> +소유권은 Rust가 가비지콜렉터 없이도 메모리 안전과 성능을 모두 발휘할 수 있게 해줍니다.</p> +<p>실행 예제로서 소프트웨어 프로젝트에서 버그, 기능 또는 작업을 추적하는 데 사용하는 종류의 (JIRA와 유사한) 티켓을 사용합니다.<br /> +우리는 Rust에서 모델링을 시도해 볼 것입니다. 이것은 첫 번째 반복이 될 것입니다. 이 장의 끝까지 완벽하지도 않고 매우 관용적이지도 않을 것입니다. 그래도 충분히 도전할 수 있을 거예요!<br /> +앞으로 나아가려면 다음과 같은 몇 가지 새로운 Rust 개념을 선택해야 합니다:</p> +<ul> +<li><code>struct</code>, 사용자 정의 타입을 정의하는 Rust의 방법 중 하나</li> +<li>소유권, 참조 및 차용</li> +<li>메모리 관리: 스택, 힙, 포인터, 데이터 레이아웃, 소멸자</li> +<li>모듈 및 가시성</li> +<li>문자열</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/00_intro"><code>03_ticket_v1/00_intro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../02_basic_calculator/10_as_casting.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/01_struct.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../02_basic_calculator/10_as_casting.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/01_struct.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/03_ticket_v1/01_struct.html b/ko/03_ticket_v1/01_struct.html new file mode 100644 index 0000000000000000000000000000000000000000..0c6c389e5a85a55fb8d4983165460bbd264bc107 --- /dev/null +++ b/ko/03_ticket_v1/01_struct.html @@ -0,0 +1,342 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>구조체 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html" class="active"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="구조체"><a class="header" href="#구조체">구조체</a></h1> +<p>우리는 각 티켓에 대해 세 가지 정보를 추적해야 합니다:</p> +<ul> +<li>제목</li> +<li>설명</li> +<li>상태</li> +</ul> +<p>이를 표현하기 위해 <a href="https://doc.rust-lang.org/std/string/struct.String.html"><code>String</code></a>을 사용하는 것부터 시작할 수 있습니다. <code>String</code>은 <a href="https://en.wikipedia.org/wiki/UTF-8">UTF-8로 인코딩된</a> 텍스트를 나타내기 위해 Rust의 표준 라이브러리에 정의된 타입입니다.</p> +<p>하지만 이 세 가지 정보를 어떻게 단일 항목으로 <strong>결합</strong>할 수 있을까요?</p> +<h2 id="구조체-정의"><a class="header" href="#구조체-정의"><code>구조체</code> 정의</a></h2> +<p><code>struct</code>는 <strong>새로운 Rust 타입</strong>을 정의합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Ticket { + title: String, + description: String, + status: String +} +<span class="boring">}</span></code></pre></pre> +<p>구조체는 다른 프로그래밍 언어에서 클래스나 개체라고 부르는 것과 매우 유사합니다.</p> +<h2 id="필드-정의"><a class="header" href="#필드-정의">필드 정의</a></h2> +<p>새로운 유형은 다른 유형을 <strong>필드</strong>로 결합하여 구축됩니다.<br /> +각 필드에는 콜론 <code>:</code>으로 구분된 이름과 유형이 있어야 합니다. 필드가 여러 개인 경우 쉼표 <code>,</code>로 구분합니다.</p> +<p>아래 <code>Configuration</code> 구조체에서 볼 수 있듯이 필드는 동일한 유형일 필요는 없습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Configuration { + version: u32, + active: bool +} +<span class="boring">}</span></code></pre></pre> +<h2 id="인스턴스화"><a class="header" href="#인스턴스화">인스턴스화</a></h2> +<p>각 필드의 값을 지정하여 구조체의 인스턴스를 만들 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 문법: <StructName> { <field_name>: <value>, ... } +let ticket = Ticket { + title: "Build a ticket system".into(), + description: "Create a system that can manage tickets across a Kanban board".into(), + status: "Open".into() +}; +<span class="boring">}</span></code></pre></pre> +<h2 id="필드에-접근하기"><a class="header" href="#필드에-접근하기">필드에 접근하기</a></h2> +<p><code>.</code> 연산자를 사용하여 구조체의 필드에 액세스할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 필드 접근 +let x = ticket.description; +<span class="boring">}</span></code></pre></pre> +<h2 id="메서드"><a class="header" href="#메서드">메서드</a></h2> +<p><strong>메서드</strong>를 정의하여 구조체에 동작을 연결할 수 있습니다.<br /> +예를 들어 <code>Ticket</code> 구조체를 사용하면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + fn is_open(self) -> bool { + self.status == "Open" + } +} + +// 문법: +// impl <StructName> { +// fn <method_name>(<parameters>) -> <return_type> { +// // Method body +// } +// } +<span class="boring">}</span></code></pre></pre> +<p>메소드는 함수와 매우 유사하지만 두 가지 주요 차이점이 있습니다:</p> +<ol> +<li>메소드는 <strong><code>impl</code> 블록</strong> 안에 정의되어야 합니다</li> +<li>메소드는 <code>self</code>를 첫 번째 매개변수로 사용할 수 있습니다. <code>self</code>는 키워드이며 메소드가 호출되는 구조체의 인스턴스를 나타냅니다.</li> +</ol> +<h3 id="self"><a class="header" href="#self"><code>self</code></a></h3> +<p>메소드가 <code>self</code>를 첫 번째 매개변수로 사용하는 경우 <strong>메서드 호출 문법</strong>을 사용하여 호출할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 메소드 호출 문법: <instance>.<method_name>(<parameters>) +let is_open = ticket.is_open(); +<span class="boring">}</span></code></pre></pre> +<p>이는 이전 장에서 <code>u32</code> 값에 대해 포화 산술 연산을 수행하는 데 사용한 것과 동일한 호출 문법입니다.</p> +<h3 id="정적-메서드"><a class="header" href="#정적-메서드">정적 메서드</a></h3> +<p>메소드가 <code>self</code>를 첫 번째 매개변수로 사용하지 않으면 <strong>정적 메서드</strong>입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Configuration { + version: u32, + active: bool +} + +impl Configuration { + // `default`는 `Configuration`의 정적 메서드입니다. + fn default() -> Configuration { + Configuration { version: 0, active: false } + } +} +<span class="boring">}</span></code></pre></pre> +<p>정적 메서드를 호출하는 유일한 방법은 <strong>함수 호출 문법</strong>을 사용하는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 함수 호출 문법: <StructName>::<method_name>(<parameters>) +let default_config = Configuration::default(); +<span class="boring">}</span></code></pre></pre> +<h3 id="등가"><a class="header" href="#등가">등가</a></h3> +<p><code>self</code>를 첫 번째 매개변수로 사용하는 메소드의 경우에도 함수 호출 문법을 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 함수 호출 문법: <StructName>::<method_name>(<instance>, <parameters>) +let is_open = Ticket::is_open(ticket); +<span class="boring">}</span></code></pre></pre> +<p>함수 호출 구문을 보면 <code>ticket</code>이 메서드의 첫 번째 매개변수인 <code>self</code>로 사용되고 있음이 분명하지만 확실히 더 장황합니다. 가능하면 메서드 호출 문법을 사용하세요.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/01_struct"><code>03_ticket_v1/01_struct</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/00_intro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/02_validation.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/00_intro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/02_validation.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html" class="active"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="확인"><a class="header" href="#확인">확인</a></h1> +<p>티켓 정의로 돌아가 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Ticket { + title: String, + description: String, + status: String, +} +<span class="boring">}</span></code></pre></pre> +<p>우리는 <code>Ticket</code> 구조체의 필드에 "원시" 타입을 사용하고 있습니다. 즉, 사용자는 빈 제목, 어어어엄청나게 긴 설명 또는 의미없는 상태(예: "재미있음")로 티켓을 만들 수 있습니다.<br /> +우리는 이것보다 더 잘할 수 있습니다!</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>제공되는 메소드에 대한 철저한 개요는 <a href="https://doc.rust-lang.org/std/string/struct.String.html"><code>String</code>의 문서</a>를 확인하세요. 예제를 풀 때 꼭 필요해요!</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/02_validation"><code>03_ticket_v1/02_validation</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/01_struct.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/03_modules.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/01_struct.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/03_modules.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/03_ticket_v1/03_modules.html b/ko/03_ticket_v1/03_modules.html new file mode 100644 index 0000000000000000000000000000000000000000..f211a5178913ff48d782c28871e4b920c98472ff --- /dev/null +++ b/ko/03_ticket_v1/03_modules.html @@ -0,0 +1,310 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>모듈 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html" class="active"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="모듈"><a class="header" href="#모듈">모듈</a></h1> +<p>방금 정의한 <code>new</code> 메소드는 <code>Ticket</code>의 필드 값에 일부 <strong>제약조건</strong>을 적용하려고 합니다. 그러나 이러한 불변성이 실제로 지켜지나요? 개발자가 <code>Ticket::new</code>를 거치지 않고 <code>Ticket</code>을 생성하는 것을 막는게 있나요?</p> +<p>적절한 <strong>캡슐화</strong>를 얻으려면 <strong>가시성</strong>과 <strong>모듈</strong>이라는 두 가지 새로운 개념에 익숙해져야 합니다. 모듈부터 시작해 보겠습니다.</p> +<h2 id="모듈이란-무엇입니까"><a class="header" href="#모듈이란-무엇입니까">모듈이란 무엇입니까?</a></h2> +<p>Rust에서 <strong>모듈</strong>은 관련 코드를 공통 네임스페이스(예: 모듈 이름) 아래에 함께 그룹화하는 방법입니다.<br /> +여러분은 이미 작동 중인 모듈을 보았습니다. 코드의 정확성을 확인하는 단위 테스트는 <code>tests</code>라는 다른 모듈에 정의되어 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[cfg(test)] +mod tests { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h2 id="인라인-모듈"><a class="header" href="#인라인-모듈">인라인 모듈</a></h2> +<p>위의 <code>tests</code> 모듈은 <strong>인라인 모듈</strong>의 예입니다. 모듈 선언(<code>mod tests</code>)과 모듈 내용(<code>{ ... }</code> 내부의 항목)이 바로 옆에 있습니다.</p> +<h2 id="모듈-트리"><a class="header" href="#모듈-트리">모듈 트리</a></h2> +<p>모듈은 중첩되어 <strong>트리</strong> 구조를 형성할 수 있습니다.<br /> +트리의 루트는 다른 모든 모듈을 포함하는 최상위 모듈인 <strong>크레이트</strong> 자체입니다. 라이브러리 크레이트의 경우 루트 모듈은 일반적으로 <code>src/lib.rs</code>입니다(위치가 사용자 정의 되지 않은 경우). 루트 모듈은 <strong>크레이트 루트</strong>라고도 합니다.</p> +<p>크레이트 루트에는 하위 모듈이 있을 수 있으며, 이 하위 모듈은 자체 하위 모듈을 가질 수도 있습니다.</p> +<h2 id="외부-모듈과-파일-시스템"><a class="header" href="#외부-모듈과-파일-시스템">외부 모듈과 파일 시스템</a></h2> +<p>인라인 모듈은 작은 코드 조각에 유용하지만 프로젝트가 커지면 코드를 여러 파일로 분할하고 싶을 것입니다. 상위 모듈에서는 <code>mod</code> 키워드를 사용하여 하위 모듈의 존재를 선언합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>mod dog; +<span class="boring">}</span></code></pre></pre> +<p>Rust의 빌드 도구인 <code>cargo</code>는 모듈 구현이 포함된 파일을 찾는 일을 담당합니다.<br /> +모듈이 크레이트 루트(예: <code>src/lib.rs</code> 또는 <code>src/main.rs</code>)에 선언된 경우 <code>cargo</code>는 파일 이름이 다음 중 하나로 지정될 것으로 예상합니다:</p> +<ul> +<li><code>src/<module_name>.rs</code></li> +<li><code>src/<module_name>/mod.rs</code></li> +</ul> +<p>모듈이 다른 모듈의 하위 모듈인 경우 파일 이름은 다음과 같아야 합니다:</p> +<ul> +<li><code>[..]/<parent_module>/<module_name>.rs</code></li> +<li><code>[..]/<parent_module>/<module_name>/mod.rs</code></li> +</ul> +<p>예: <code>dog</code>가 <code>animals</code>의 하위 모듈인 경우 <code>src/animals/dog.rs</code> 또는 <code>src/animals/dog/mod.rs</code>.</p> +<p>IDE는 <code>mod</code> 키워드를 사용하여 새 모듈을 선언할 때 이러한 파일을 자동으로 생성하는 데 도움이 될 수 있습니다.</p> +<h2 id="아이템-경로와-use-문"><a class="header" href="#아이템-경로와-use-문">아이템 경로와 <code>use</code> 문</a></h2> +<p>특별한 문법 없이 동일한 모듈에 정의된 항목에 액세스할 수 있습니다. 항목들의 이름을 사용하면 됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Ticket { + // [...] +} + +// 여기서는 `Ticket`을 어떤 식으로든 정해줄 필요가 없습니다. +// 왜냐하면 우리는 동일한 모듈에 있기 때문입니다. +fn mark_ticket_as_done(ticket: Ticket) { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>다른 모듈에서 엔터티에 액세스하려는 경우에는 그렇지 않습니다.<br /> +액세스하려는 엔터티를 가리키는 <strong>경로</strong>를 사용해야 합니다.</p> +<p>다양한 방법으로 경로를 구성할 수 있습니다:</p> +<ul> +<li>현재 크레이트의 루트부터 시작합니다. 예: <code>crate::module_1::module_2::MyStruct</code></li> +<li>상위 모듈에서 시작합니다. 예: <code>super::my_function</code></li> +<li>현재 모듈에서 시작합니다. 예: <code>sub_module_1::MyStruct</code></li> +</ul> +<p>타입을 참조할 때마다 전체 경로를 작성해야 하는 것은 번거로울 수 있습니다. 인생을 더 쉽게 만들기 위해 <code>use</code> 문을 사용해 엔터티를 스코프로 가져올 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `MyStruct`를 스코프로 가져옵니다. +use crate::module_1::module_2::MyStruct; + +// 이제 `MyStruct`를 직접 참조할 수 있습니다. +fn a_function(s: MyStruct) { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h3 id="별표-임포트"><a class="header" href="#별표-임포트">별표 임포트</a></h3> +<p>단일 <code>use</code> 문을 사용하여 모듈의 모든 항목을 가져올 수도 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use crate::module_1::module_2::*; +<span class="boring">}</span></code></pre></pre> +<p>이것을 <strong>별표 임포트</strong>라고 합니다. 일반적으로 현재 네임스페이스를 오염시킬 수 있어 각 이름이 어디에서 왔는지 이해하기 어렵게 만들고 잠재적으로 이름 충돌을 일으킬 수 있기 때문에 권장되지 않습니다. 그럼에도 불구하고, 유닛 테스트를 작성할 때처럼 유용한 경우가 있습니다. 대부분의 테스트 모듈이 <code>use super::*;</code> 문으로 시작하여 부모 모듈(테스트 중인 모듈)의 모든 항목을 스코프에 가져오는 것을 눈치챘을 겁입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/03_modules"><code>03_ticket_v1/03_modules</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/02_validation.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/04_visibility.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/02_validation.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/04_visibility.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html" class="active"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="가시성"><a class="header" href="#가시성">가시성</a></h1> +<p>코드를 여러 모듈로 나누기 시작할 때 <strong>가시성</strong>에 대해 생각해야 합니다. 가시성은 구조체, 함수, 필드 등 특정 엔터티에 액세스할 수 있는 코드(또는 다른 사람의 코드) 영역을 결정합니다.</p> +<h2 id="기본적으로-비공개"><a class="header" href="#기본적으로-비공개">기본적으로 비공개</a></h2> +<p>기본적으로 Rust의 모든 것은 <strong>비공개</strong>입니다.<br /> +프라이빗 엔터티에는 다음 경우에만 액세스할 수 있습니다:</p> +<ol> +<li>정의된 동일한 모듈 내에서 또는</li> +<li>하위 모듈 중 하나에 의해</li> +</ol> +<p>이전 예제에서는 이를 광범위하게 사용했습니다:</p> +<ul> +<li><code>create_todo_ticket</code>이 작동했습니다(<code>use</code> 문을 추가한 후). <code>helpers</code>는 <code>Ticket</code>이 정의된 크레이트 루트의 하위 모듈이기 때문입니다. 따라서 <code>create_todo_ticket</code>은 <code>Ticket</code>이 비공개인 경우에도 문제 없이 <code>Ticket</code>에 액세스할 수 있습니다.</li> +<li>모든 단위 테스트는 테스트 중인 코드의 하위 모듈에 정의되어 있으므로 제한 없이 모든 것에 액세스할 수 있습니다.</li> +</ul> +<h2 id="가시성-수정자"><a class="header" href="#가시성-수정자">가시성 수정자</a></h2> +<p><strong>가시성 수정자</strong>를 사용하여 엔터티의 기본 가시성을 수정할 수 있습니다.<br /> +몇 가지 일반적인 가시성 수정자는 다음과 같습니다:</p> +<ul> +<li><code>pub</code>: 엔터티를 <strong>공개</strong>로 만듭니다. 즉, 엔터티가 정의된 모듈 외부, 잠재적으로 다른 크레이트에서 액세스할 수 있습니다.</li> +<li><code>pub(crate)</code>: 동일한 <strong>크레이트</strong> 내에서 엔터티를 공개하지만 외부에서는 공개하지 않습니다.</li> +<li><code>pub(super)</code>: 상위 모듈 내에서 엔터티를 공개합니다.</li> +<li><code>pub(in path::to::module)</code>: 지정된 모듈 내에서 엔터티를 공개합니다.</li> +</ul> +<p>모듈, 구조체, 함수, 필드 등에 이러한 수정자를 사용할 수 있습니다. 예를 들면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Configuration { + pub(crate) version: u32, + active: bool, +} +<span class="boring">}</span></code></pre></pre> +<p><code>Configuration</code>은 공개되지만 동일한 크레이트 내에서는 <code>version</code> 필드에만 액세스할 수 있습니다. 대신 <code>active</code> 필드는 비공개이며 동일한 모듈이나 해당 하위 모듈 중 하나에서만 액세스할 수 있습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/04_visibility"><code>03_ticket_v1/04_visibility</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/03_modules.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/05_encapsulation.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/03_modules.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/05_encapsulation.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html" class="active"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="캡슐화"><a class="header" href="#캡슐화">캡슐화</a></h1> +<p>이제 모듈과 가시성에 대한 기본적인 이해를 마쳤으므로 다시 <strong>캡슐화</strong>로 돌아가겠습니다.<br /> +캡슐화는 객체의 내부 표현을 숨기는 방법입니다. 객체의 상태에 일부 <strong>불변성</strong>을 적용하는 데 가장 일반적으로 사용됩니다.</p> +<p><code>Ticket</code> 구조체로 돌아가면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Ticket { + title: String, + description: String, + status: String, +} +<span class="boring">}</span></code></pre></pre> +<p>모든 필드가 공개되면 캡슐화되지 않습니다.<br /> +필드는 언제든지 수정될 수 있고 해당 유형에서 허용되는 값으로 설정될 수 있다고 가정해야 합니다. 티켓의 제목이 비어 있거나 의미가 없는 상태일 수 있다는 점을 배제할 수 없습니다.</p> +<p>더 엄격한 규칙을 적용하려면 필드를 비공개로 유지해야 합니다<sup class="footnote-reference"><a href="#newtype">1</a></sup>. 그런 다음 <code>Ticket</code> 인스턴스와 상호 작용하는 공개 메서드를 제공할 수 있습니다. 이러한 공개 메소드는 우리의 불변성을 유지하는 책임을 갖습니다(예: 제목은 비어 있으면 안 됩니다).</p> +<p>모든 필드가 비공개인 경우 더 이상 구조체 인스턴스화 구문을 사용하여 'Ticket' 인스턴스를 직접 생성할 수 없습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이것은 작동하지 않습니다! +let ticket = Ticket { + title: "Build a ticket system".into(), + description: "Create a system that can manage tickets across a Kanban board".into(), + status: "Open".into() +}; +<span class="boring">}</span></code></pre></pre> +<p>가시성에 대한 이전 연습에서 이 내용을 확인했습니다.<br /> +이제 하나 이상의 공개 <strong>생성자</strong>를 제공해야 합니다. 구조체의 새 인스턴스를 생성하기 위해 모듈 외부에서 사용할 수 있는 정적 메서드 또는 함수.<br /> +운 좋게도 이전 연습에서 구현한 <code>Ticket::new</code>가 이미 있습니다.</p> +<h2 id="접근자-메서드"><a class="header" href="#접근자-메서드">접근자 메서드</a></h2> +<p>요약:</p> +<ul> +<li>모든 <code>Ticket</code> 필드는 비공개입니다</li> +<li>우리는 생성 시 유효성 검사 규칙을 적용하는 공개 생성자 <code>Ticket::new</code>를 제공합니다</li> +</ul> +<p>좋은 시작이지만 충분하지 않습니다. <code>Ticket</code>을 만드는 것 외에도 티켓과 상호 작용해야 합니다. 하지만 비공개 필드인 경우 어떻게 해당 필드에 액세스할 수 있겠습니까?</p> +<p><strong>접속자 메서드</strong>를 제공해야 합니다.<br /> +접근자 메서드는 구조체의 비공개 필드 값을 읽을 수 있는 공개 메서드입니다.</p> +<p>Rust에는 다른 언어처럼 접근자 메서드를 생성하는 내장된 방법이 없습니다. 직접 작성해야 합니다. 이는 단지 일반적인 메서드일 뿐입니다.</p> +<div class="footnote-definition" id="newtype"><sup class="footnote-definition-label">1</sup> +<p>또는 타입을 세분화하는 방법, 이 테크닉은 <a href="../05_ticket_v2/15_outro.html">나중에</a> 살펴보겠습니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/05_encapsulation"><code>03_ticket_v1/05_encapsulation</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/04_visibility.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/06_ownership.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/04_visibility.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/06_ownership.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/03_ticket_v1/06_ownership.html b/ko/03_ticket_v1/06_ownership.html new file mode 100644 index 0000000000000000000000000000000000000000..b52a0af73c1bd4ca6dd56520ba70c4e042d62c92 --- /dev/null +++ b/ko/03_ticket_v1/06_ownership.html @@ -0,0 +1,412 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>소유권 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html" class="active"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="소유권"><a class="header" href="#소유권">소유권</a></h1> +<p>지금까지 이 과정에서 배운 내용을 사용하여 이전 연습을 해결했다면 접근자 메서드는 다음과 같을 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn title(self) -> String { + self.title + } + + pub fn description(self) -> String { + self.description + } + + pub fn status(self) -> String { + self.status + } +} +<span class="boring">}</span></code></pre></pre> +<p>이러한 메서드는 컴파일되고 테스트를 통과하기에 충분하지만 실제 시나리오에서는 그리 큰 도움이 되진 않습니다. 다음 코드를 고려해보세요:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>if ticket.status() == "To-Do" { + // 아직 `println!` 매크로를 다루지 않았습니다. + // 지금은 이 매크로가 콘솔에 (템플릿화된) 메시지를 + // 인쇄한다는 것만 알면 충분합니다. + println!("Your next task is: {}", ticket.title()); +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일하려고 하면 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0382]: use of moved value: `ticket` + --> src/main.rs:30:43 + | +25 | let ticket = Ticket::new(/* */); + | ------ move occurs because `ticket` has type `Ticket`, + | which does not implement the `Copy` trait +26 | if ticket.status() == "To-Do" { + | -------- `ticket` moved due to this method call +... +30 | println!("Your next task is: {}", ticket.title()); + | ^^^^^^ value used here after move + | +note: `Ticket::status` takes ownership of the receiver `self`, which moves `ticket` + --> src/main.rs:12:23 + | +12 | pub fn status(self) -> String { + | ^^^^ +</code></pre> +<p>축하합니다. 첫 번째 차용 검사기 오류입니다!</p> +<h2 id="rust-소유권-시스템의-장점"><a class="header" href="#rust-소유권-시스템의-장점">Rust 소유권 시스템의 장점</a></h2> +<p>Rust의 소유권 시스템은 다음을 보장하도록 설계되었습니다:</p> +<ul> +<li>데이터를 읽는 동안에는 데이터가 변경되지 않습니다</li> +<li>데이터가 변경되는 동안에는 데이터를 읽을 수 없습니다</li> +<li>데이터가 파기된 후에는 절대 액세스할 수 없습니다</li> +</ul> +<p>이러한 제약은 Rust 커뮤니티에서 종종 농담과 밈의 주제가 되는 Rust 컴파일러의 하위 시스템인 <strong>차용 검사기</strong>에 의해 시행됩니다.</p> +<p>소유권은 Rust의 핵심 개념이며 언어를 독특하게 만드는 요소입니다. 소유권을 통해 Rust는 <strong>성능 저하 없는 메모리 안전</strong>을 제공할 수 있습니다. Rust에서는 이 모든 것들이 동시에 적용됩니다:</p> +<ol> +<li>런타임 가비지 콜렉터가 없습니다</li> +<li>개발자로서 메모리를 직접 관리해야 하는 경우는 거의 없습니다</li> +<li>댕글링 포인터, 더블 프리, 기타 메모리 관련 버그를 일으킬 수 없습니다</li> +</ol> +<p>Python, JavaScript, Java와 같은 언어는 2와 3을 제공하지만 1은 제공하지 않습니다.<br /> +C나 C++ 같은 언어는 1.을 제공하지만 2.도 3도 제공하지 않습니다.</p> +<ol start="3"> +<li>배경에 따라 다소 난해하게 들릴 수도 있습니다. "댕글링 포인터"란 무엇입니까? "더블 프리"란 무엇입니까? 왜 위험합니까?<br /> +걱정하지 마십시오. 나머지 과정에서 이러한 개념을 더 자세히 다룰 것입니다.</li> +</ol> +<p>하지만 지금은 Rust의 소유권 시스템 내에서 작업하는 방법을 배우는 데 집중하겠습니다.</p> +<h2 id="소유자"><a class="header" href="#소유자">소유자</a></h2> +<p>Rust에서 각 값에는 컴파일 타임에 정적으로 결정되는 <strong>소유자</strong>가 있습니다. 주어진 시간에 각 값에 대한 소유자는 단 한 명뿐입니다.</p> +<h2 id="move-semantics"><a class="header" href="#move-semantics">Move semantics</a></h2> +<p>소유권을 이전할 수 있습니다.</p> +<p>예를 들어, 값을 소유한 경우 소유권을 다른 변수로 이전할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let a = "hello, world".to_string(); // <--- `a` 는 문자열의 소유자입니다 +let b = a; // <--- `b` 는 이제 문자열의 소유자입니다 +<span class="boring">}</span></code></pre></pre> +<p>Rust의 소유권 시스템은 타입 시스템에 적용됩니다. 각 함수는 인수와 상호 작용하는 방법을 시그니처에 선언해야 합니다.</p> +<p>지금까지 우리의 모든 메소드와 함수는 인수를 <strong>소비</strong>했습니다. 즉, 인수의 소유권을 얻었습니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn description(self) -> String { + self.description + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Ticket::description</code>은 호출된 <code>Ticket</code> 인스턴스의 소유권을 갖습니다.<br /> +이를 <strong>move semantics</strong>라고 합니다. 값 (<code>self</code>)의 소유권이 호출자에서 호출 수신자로 <strong>이동</strong>하고 호출자는 더 이상 이를 사용할 수 없습니다.</p> +<p>이는 앞서 본 오류 메시지에서 컴파일러가 사용한 언어와 정확히 같습니다:</p> +<pre><code class="language-text">error[E0382]: use of moved value: `ticket` + --> src/main.rs:30:43 + | +25 | let ticket = Ticket::new(/* */); + | ------ move occurs because `ticket` has type `Ticket`, + | which does not implement the `Copy` trait +26 | if ticket.status() == "To-Do" { + | -------- `ticket` moved due to this method call +... +30 | println!("Your next task is: {}", ticket.title()); + | ^^^^^^ value used here after move + | +note: `Ticket::status` takes ownership of the receiver `self`, which moves `ticket` + --> src/main.rs:12:23 + | +12 | pub fn status(self) -> String { + | ^^^^ +</code></pre> +<p>특히, 다음은 <code>ticket.status()</code>를 호출할 때 펼쳐지는 일련의 이벤트입니다:</p> +<ul> +<li><code>Ticket::status</code>는 <code>Ticket</code> 인스턴스의 소유권을 갖습니다</li> +<li><code>Ticket::status</code>는 <code>self</code>에서 <code>status</code>를 추출하고 <code>status</code>의 소유권을 호출자에게 다시 이전합니다</li> +<li>나머지 <code>Ticket</code> 인스턴스는 삭제됩니다(<code>title</code> 및 <code>description</code>)</li> +</ul> +<p><code>ticket.title()</code>을 통해 <code>ticket</code>을 다시 사용하려고 하면 컴파일러는 <code>ticket</code> 값이 이제 사라졌고 더 이상 소유하지 않으므로 더 이상 사용할 수 없다고 불평합니다.</p> +<p><em>유용한</em> 접근자 메소드를 구축하려면 <strong>참조</strong> 작업을 시작해야 합니다.</p> +<h2 id="차용"><a class="header" href="#차용">차용</a></h2> +<p>변수의 소유권을 가져오지 않고 변수의 값을 읽을 수 있는 메서드를 갖는 것이 바람직합니다.<br /> +그렇지 않으면 프로그래밍이 상당히 제한될 것입니다. Rust에서는 <strong>차용</strong>을 통해 이를 수행합니다.</p> +<p>값을 빌릴 때마다 해당 가치에 대한 <strong>참조</strong>를 얻게 됩니다.<br /> +참조에는 해당 권한이 태그로 지정됩니다<sup class="footnote-reference"><a href="#refine">1</a></sup>:</p> +<ul> +<li>불변 참조(<code>&</code>)를 사용하면 값을 읽을 수 있지만 변경할 수는 없습니다</li> +<li>변경 가능한 참조(<code>&mut</code>)를 사용하면 값을 읽고 변경할 수 있습니다</li> +</ul> +<p>Rust의 소유권 시스템의 목표로 돌아가면:</p> +<ul> +<li>데이터를 읽는 동안에는 데이터가 변경되지 않습니다</li> +<li>데이터가 변경되는 동안에는 데이터를 읽을 수 없습니다</li> +</ul> +<p>이 두 가지 속성을 보장하기 위해 Rust는 참조에 몇 가지 제한 사항을 도입해야 합니다:</p> +<ul> +<li>동일한 값에 대한 변경 가능한 참조와 변경 불가능한 참조를 동시에 가질 수 없습니다</li> +<li>동일한 값에 대해 동시에 두 개 이상의 변경 가능한 참조를 가질 수 없습니다</li> +<li>소유자는 값을 빌리는 동안 값을 변경할 수 없습니다</li> +<li>변경 가능한 참조가 없는 한 원하는 만큼 불변 참조를 가질 수 있습니다</li> +</ul> +<p>어떤 면에서는 불변 참조를 값에 대한 "read-only" 잠금으로 생각할 수 있는 반면, 변경 가능 참조는 "read-write" 잠금과 비슷하다고 생각할 수 있습니다.</p> +<p>이러한 모든 제한 사항은 차용 검사기에 의해 컴파일 타임에 적용됩니다.</p> +<h3 id="문법"><a class="header" href="#문법">문법</a></h3> +<p>실제로 값을 어떻게 빌리나요?<br /> +변수 앞에 <code>&</code> 또는 <code>&mut</code>를 추가하면 해당 값을 빌릴 수 있습니다. 그래도 조심하세요! <strong>타입 앞</strong>에 있는 동일한 기호(<code>&</code> 및 <code>&mut</code>)는 다른 의미를 갖습니다. 즉, 원래 타입에 대한 참조인 또 다른 타입을 나타냅니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust">struct Configuration { + version: u32, + active: bool, +} + +fn main() { + let config = Configuration { + version: 1, + active: true, + }; + // `b`는 `config`의 `version` 필드에 대한 참조입니다. + // `b`의 타입은 `u32` 값에 대한 참조를 포함하므로 `&u32`입니다. + // `&` 연산자를 사용하여 `config.version`을 빌려 참조를 생성합니다. + // 같은 기호(`&`), 상황에 따라 다른 의미! + let b: &u32 = &config.version; + // ^ 타입 어노테이션은 중요하지 않습니다. + // 단지 무슨 일이 일어나고 있는지 명확히 하기 위해 존재합니다. +}</code></pre></pre> +<p>함수 인수와 반환 유형에도 동일한 개념이 적용됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `f`는 `u32`에 대한 변경 가능한 참조를 인수로 사용하고 +// `number`라는 이름에 바인딩됩니다 +fn f(number: &mut u32) -> &u32 { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h2 id="진정하고-심호흡하세요"><a class="header" href="#진정하고-심호흡하세요">진정하고 심호흡하세요</a></h2> +<p>Rust의 소유권 시스템은 처음에는 다소 부담스러울 수 있습니다.<br /> +하지만 걱정하지 마십시오. 연습을 하면 자연스럽게 익숙해질 것입니다.<br /> +그리고 이 장의 나머지 부분과 과정의 나머지 부분에 걸쳐 많은 연습을 하게 될 것입니다! 우리는 각 개념을 여러 번 재검토하여 여러분이 개념에 익숙해지고 작동 방식을 진정으로 이해할 수 있도록 할 것입니다.</p> +<p>이 장의 마지막 부분에서 우리는 Rust의 소유권 시스템이 그런 방식으로 설계된 _이유_를 설명할 것입니다. 당분간은 _어떻게_를 이해하는 데 집중하세요. 각각의 컴파일러 오류를 학습 기회로 삼으세요!</p> +<div class="footnote-definition" id="refine"><sup class="footnote-definition-label">1</sup> +<p>이것은 시작하기에 훌륭한 정신적 모델이지만 <em>전체</em> 그림을 포착하지는 못합니다. <a href="../07_threads/06_interior_mutability.html">이 코스의 뒷부분</a>에서 참조에 대한 이해를 더욱 구체화할 것입니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/06_ownership"><code>03_ticket_v1/06_ownership</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/05_encapsulation.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/07_setters.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/05_encapsulation.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/07_setters.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/03_ticket_v1/07_setters.html b/ko/03_ticket_v1/07_setters.html new file mode 100644 index 0000000000000000000000000000000000000000..a1862cae5e4cab70d91896df19588816fcc2c6e1 --- /dev/null +++ b/ko/03_ticket_v1/07_setters.html @@ -0,0 +1,316 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>설정자(Setters) - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html" class="active"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="변경-가능한-참조"><a class="header" href="#변경-가능한-참조">변경 가능한 참조</a></h1> +<p>이제 접근자 메서드는 다음과 같아야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn title(&self) -> &String { + &self.title + } + + pub fn description(&self) -> &String { + &self.description + } + + pub fn status(&self) -> &String { + &self.status + } +} +<span class="boring">}</span></code></pre></pre> +<p>여기저기에 <code>&</code>를 뿌리면 효과가 있습니다!<br /> +이제 프로세스에서 이를 사용하지 않고 <code>Ticket</code> 인스턴스의 필드에 액세스할 수 있는 방법이 있습니다. 다음에는 <strong>setter 메서드</strong>를 사용하여 <code>Ticket</code> 구조체를 어떻게 개선할 수 있는지 살펴보겠습니다.</p> +<h2 id="설정자setters"><a class="header" href="#설정자setters">설정자(Setters)</a></h2> +<p>Setter 메서드를 사용하면 사용자는 <code>Ticket</code>의 비공개 필드 값을 변경하는 동시에 해당 불변성을 준수할 수 있습니다(예: <code>Ticket</code> 제목을 빈 문자열로 설정할 수 없음).</p> +<p>Rust에서 setter를 구현하는 두 가지 일반적인 방법이 있습니다:</p> +<ul> +<li><code>self</code>를 인풋으로 받기.</li> +<li><code>&mut self</code>를 인풋으로 받기.</li> +</ul> +<h3 id="self를-인풋으로-받기"><a class="header" href="#self를-인풋으로-받기">'self'를 인풋으로 받기</a></h3> +<p>첫 번째 접근 방식은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn set_title(mut self, new_title: String) -> Self { + // 새 제목 검증 [...] + self.title = new_title; + self + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>self</code>의 소유권을 가져와 제목을 변경하고 수정된 <code>Ticket</code> 인스턴스를 반환합니다.<br /> +사용 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let ticket = Ticket::new("Title".into(), "Description".into(), "To-Do".into()); +let ticket = ticket.set_title("New title".into()); +<span class="boring">}</span></code></pre></pre> +<p><code>set_title</code>은 <code>self</code>의 소유권을 갖기 때문에(즉 <strong>소비</strong>) 결과를 변수에 다시 할당해야 합니다. 위의 예에서는 <strong>변수 섀도잉</strong>을 활용하여 동일한 변수 이름을 재사용합니다. 기존 변수와 동일한 이름으로 새 변수를 선언하면 새 변수가 이전 변수를 <strong>섀도우</strong>합니다. 이는 Rust 코드의 일반적인 패턴입니다.</p> +<p><code>self</code>-setter는 여러 필드를 한 번에 변경해야 할 때 아주 잘 작동합니다. 여러 호출을 함께 연결할 수 있습니다!</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let ticket = ticket + .set_title("New title".into()) + .set_description("New description".into()) + .set_status("In Progress".into()); +<span class="boring">}</span></code></pre></pre> +<h3 id="mut-self를-인풋으로-받기"><a class="header" href="#mut-self를-인풋으로-받기"><code>&mut self</code>를 인풋으로 받기</a></h3> +<p><code>&mut self</code>를 사용하는 세터에 대한 두 번째 접근 방식은 대신 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn set_title(&mut self, new_title: String) { + // 새 제목 검증 [...] + + self.title = new_title; + } +} +<span class="boring">}</span></code></pre></pre> +<p>이번에는 메서드가 'self'에 대한 변경 가능한 참조를 입력으로 사용하고 제목을 변경하면 그게 전부입니다. 아무것도 반환되지 않습니다.</p> +<p>다음과 같이 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut ticket = Ticket::new("Title".into(), "Description".into(), "To-Do".into()); +ticket.set_title("New title".into()); + +// 수정된 티켓 사용 +<span class="boring">}</span></code></pre></pre> +<p>소유권은 호출자에게 있으므로 원래 <code>ticket</code> 변수는 여전히 유효합니다. 결과를 다시 할당할 필요는 없습니다. 하지만 <code>ticket</code>에 대한 변경 가능한 참조를 사용하고 있으므로 변경 가능으로 표시해야 합니다.</p> +<p><code>&mut</code>-setter에는 단점이 있습니다. 여러 호출을 함께 연결할 수 없습니다. 수정된 <code>Ticket</code> 인스턴스를 반환하지 않으므로 첫 번째 결과에 대해 다른 setter를 호출할 수 없습니다. 각 setter를 별도로 호출해야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>ticket.set_title("New title".into()); +ticket.set_description("New description".into()); +ticket.set_status("In Progress".into()); +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/07_setters"><code>03_ticket_v1/07_setters</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/06_ownership.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/08_stack.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/06_ownership.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/08_stack.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html" class="active"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="메모리-레이아웃"><a class="header" href="#메모리-레이아웃">메모리 레이아웃</a></h1> +<p>우리는 운영 관점에서 소유권과 참조를 살펴보았습니다. 즉, 이를 사용하여 무엇을 할 수 있고 무엇을 할 수 없는지 살펴보았습니다. 이제 내부를 살펴볼 좋은 시간입니다. <strong>메모리</strong>에 대해 이야기해 보겠습니다.</p> +<h2 id="스택과-힙"><a class="header" href="#스택과-힙">스택과 힙</a></h2> +<p>메모리에 관해 논의할 때 사람들이 <strong>스택</strong>과 <strong>힙</strong>에 관해 이야기하는 것을 자주 듣게 됩니다.<br /> +이는 프로그램에서 데이터를 저장하는 데 사용되는 두 가지 다른 메모리 영역입니다.</p> +<p>스택부터 시작해 보겠습니다.</p> +<h2 id="스택"><a class="header" href="#스택">스택</a></h2> +<p><strong>스택</strong>은 <strong>LIFO</strong>(Last In, First Out) 데이터 구조입니다.<br /> +함수를 호출하면 새로운 <strong>스택 프레임</strong>이 스택 위에 추가됩니다. 해당 스택 프레임은 함수의 인수, 로컬 변수와 몇 가지 "부가적인" 값을 저장합니다.<br /> +함수가 반환되면 스택 프레임이 스택에서 팝됩니다<sup class="footnote-reference"><a href="#stack-overflow">1</a></sup>.</p> +<pre><code class="language-text"> +-----------------+ + func2 | frame for func2 | func2 ++-----------------+ is called +-----------------+ returns +-----------------+ +| frame for func1 | -----------> | frame for func1 | ---------> | frame for func1 | ++-----------------+ +-----------------+ +-----------------+ +</code></pre> +<p>운영 관점에서 스택 할당/할당 해제는 <strong>매우 빠릅니다</strong>.<br /> +우리는 항상 스택 상단에서 데이터를 푸시하고 팝하므로 여유 메모리를 검색할 필요가 없습니다. 또한 조각화에 대해 걱정할 필요가 없습니다. 스택은 단일 연속 메모리 블록입니다.</p> +<h3 id="rust"><a class="header" href="#rust">Rust</a></h3> +<p>Rust는 종종 스택에 데이터를 할당합니다.<br /> +함수에 'u32' 입력 인수가 있나요? 해당 32비트는 스택에 저장됩니다.<br /> +<code>i64</code> 타입의 로컬 변수를 정의하시겠습니까? 해당 64비트는 스택에 저장됩니다.<br /> +이러한 정수의 크기는 컴파일 타임에 알려지기 때문에 모든 것이 매우 잘 작동합니다. 따라서 컴파일된 프로그램은 이를 위해 스택에 예약해야 하는 공간의 양을 알고 있습니다.</p> +<h3 id="stdmemsize_of"><a class="header" href="#stdmemsize_of"><code>std::mem::size_of</code></a></h3> +<p><a href="https://doc.rust-lang.org/std/mem/fn.size_of.html"><code>std::mem::size_of</code></a> 함수를 사용하여 유형이 스택에서 차지하는 공간을 확인할 수 있습니다.</p> +<p>예를 들어 'u8'의 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이 재미있어 보이는 구문(`::<u8>`)에 대해서는 나중에 설명하겠습니다. +// 지금은 무시하세요. +assert_eq!(std::mem::size_of::<u8>(), 1); +<span class="boring">}</span></code></pre></pre> +<p>'u8'의 길이가 8비트, 즉 1바이트이기 때문에 1이 말이 됩니다.</p> +<div class="footnote-definition" id="stack-overflow"><sup class="footnote-definition-label">1</sup> +<p>중첩된 함수 호출이 있는 경우 각 함수는 호출될 때 해당 데이터를 스택에 푸시하지만 가장 안쪽 함수가 반환될 때까지 데이터를 팝하지 않습니다. 중첩된 함수 호출이 너무 많으면 스택 공간이 부족해질 수 있습니다. 스택은 무한하지 않습니다! 이를 <strong>스택 오버플로</strong>라고 합니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/08_stack"><code>03_ticket_v1/08_stack</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/07_setters.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/09_heap.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/07_setters.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/09_heap.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/03_ticket_v1/09_heap.html b/ko/03_ticket_v1/09_heap.html new file mode 100644 index 0000000000000000000000000000000000000000..16e5ecc86c17948f30ac9a37c255e037c7e6633e --- /dev/null +++ b/ko/03_ticket_v1/09_heap.html @@ -0,0 +1,315 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>힙 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html" class="active"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="힙"><a class="header" href="#힙">힙</a></h1> +<p>스택은 훌륭하지만 모든 문제를 해결할 수는 없습니다. 컴파일 타임에 크기를 알 수 없는 데이터는 어떻게 되나요? 컬렉션, 문자열 및 기타 동적으로 크기가 조정된 데이터는 (전체) 스택에 할당될 수 없습니다. <strong>힙</strong>이 필요한 곳이 바로 여기입니다.</p> +<h2 id="힙-할당"><a class="header" href="#힙-할당">힙 할당</a></h2> +<p>힙을 큰 메모리 덩어리, 즉 거대한 배열로 시각화할 수 있습니다.<br /> +힙에 데이터를 저장해야 할 때마다 특수 프로그램인 <strong>할당자</strong>에 요청하여 힙의 하위 집합을 예약합니다. 우리는 이 상호 작용(및 예약한 메모리)을 <strong>힙 할당</strong>이라고 부릅니다. 할당이 성공하면 할당자는 예약된 블록의 시작에 대한 <strong>포인터</strong>를 제공합니다.</p> +<h2 id="자동-할당-해제-없음"><a class="header" href="#자동-할당-해제-없음">자동 할당 해제 없음</a></h2> +<p>힙은 스택과 구조가 상당히 다릅니다.<br /> +힙 할당은 연속적이지 않으며 힙 내부 어디에나 위치할 수 있습니다.</p> +<pre><code>+---+---+---+---+---+---+-...-+-...-+---+---+---+---+---+---+---+ +| Allocation 1 | Free | ... | ... | Allocation N | Free | ++---+---+---+---+---+---+ ... + ... +---+---+---+---+---+---+---+ +</code></pre> +<p>힙의 어느 부분이 사용 중이고 어느 부분이 사용 가능한지 추적하는 것이 할당자의 임무입니다. 그러나 할당자는 할당한 메모리를 자동으로 해제하지 않습니다. 더 이상 필요하지 않은 메모리를 <strong>해제</strong>하려면 할당자를 다시 호출하여 이에 대해 신중하게 생각해야 합니다.</p> +<h2 id="성능"><a class="header" href="#성능">성능</a></h2> +<p>힙의 유연성에는 비용이 따릅니다. 힙 할당은 스택 할당보다 <strong>느립니다</strong>. 장부에 관련된 일이 훨씬 더 많습니다!<br /> +성능 최적화에 대한 기사를 읽으면 가능하면 힙 할당을 최소화하고 스택 할당 데이터를 선호하는 것이 좋습니다.</p> +<h2 id="string의-메모리-레이아웃"><a class="header" href="#string의-메모리-레이아웃"><code>String</code>의 메모리 레이아웃</a></h2> +<p><code>String</code> 타입의 로컬 변수를 만들 때 Rust는 강제로 힙에 할당합니다<sup class="footnote-reference"><a href="#empty">1</a></sup>: 거기에 얼마나 많은 텍스트를 넣을지 미리 알지 못하므로 예약할 수 없습니다. 스택에 적절한 양의 공간이 있습니다.<br /> +하지만 <code>String</code>은 <em>완전히</em> 힙에 할당되지 않으며 일부 데이터를 스택에 유지하기도 합니다. 특히:</p> +<ul> +<li>예약한 힙 영역에 대한 <strong>포인터</strong>.</li> +<li>문자열의 <strong>길이</strong>, 즉 문자열에 몇 바이트가 있는지 나타냅니다.</li> +<li>문자열의 <strong>용량</strong>, 즉 힙에 예약된 바이트 수입니다.</li> +</ul> +<p>이를 더 잘 이해하기 위해 예를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut s = String::with_capacity(5); +<span class="boring">}</span></code></pre></pre> +<p>이 코드를 실행하면 메모리가 다음과 같이 배치됩니다:</p> +<pre><code> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 0 | 5 | + +--|------+--------+----------+ + | + | + v + +---+---+---+---+---+ +Heap: | ? | ? | ? | ? | ? | + +---+---+---+---+---+ +</code></pre> +<p>우리는 최대 5바이트의 텍스트를 담을 수 있는 <code>String</code>을 요청했습니다.<br /> +<code>String::with_capacity</code>는 할당자로 가서 5바이트의 힙 메모리를 요청합니다. 할당자는 해당 메모리 블록의 시작에 대한 포인터를 반환합니다.<br /> +하지만 <code>String</code>은 비어 있습니다. 스택에서는 길이와 용량을 구별하여 이 정보를 추적합니다. 이 <code>String</code>은 최대 5바이트를 저장할 수 있지만 현재 실제 텍스트는 0바이트를 포함합니다.</p> +<p>일부 텍스트를 <code>String</code>에 넣으면 상황이 변경됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>s.push_str("Hey"); +<span class="boring">}</span></code></pre></pre> +<pre><code> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 3 | 5 | + +--| ----+--------+----------+ + | + | + v + +---+---+---+---+---+ +Heap: | H | e | y | ? | ? | + +---+---+---+---+---+ +</code></pre> +<p><code>s</code>는 이제 3바이트의 텍스트를 보유합니다. 길이는 3으로 업데이트되지만 용량은 5로 유지됩니다. 힙의 5바이트 중 3바이트는 <code>H</code>, <code>e</code> 및 <code>y</code> 문자를 저장하는 데 사용됩니다.</p> +<h3 id="usize"><a class="header" href="#usize"><code>usize</code></a></h3> +<p>스택에 포인터, 길이 및 용량을 저장하려면 얼마나 많은 공간이 필요합니까?<br /> +실행 중인 머신의 <strong>아키텍처</strong>에 따라 다릅니다.</p> +<p>컴퓨터의 모든 메모리 위치에는 일반적으로 부호 없는 정수로 표시되는 <a href="https://en.wikipedia.org/wiki/Memory_address"><strong>주소</strong></a>가 있습니다. 주소 공간의 최대 크기(즉, 컴퓨터가 주소를 지정할 수 있는 메모리 양)에 따라 이 정수의 크기가 다를 수 있습니다. 대부분의 최신 컴퓨터는 32비트 또는 64비트 주소 공간을 사용합니다.</p> +<p>Rust는 <code>usize</code> 유형을 제공하여 이러한 아키텍처별 세부 정보를 추상화합니다. 이는 머신의 메모리 주소를 지정하는 데 필요한 바이트 수만큼 큰 부호 없는 정수입니다. 32비트 시스템에서 <code>usize</code>는 <code>u32</code>와 동일합니다. 64비트 시스템에서는 'u64'와 일치합니다.</p> +<p>용량, 길이, 포인터는 모두 Rust<sup class="footnote-reference"><a href="#equivalence">2</a></sup>에서 <code>usize</code>로 표시됩니다.</p> +<h3 id="힙에는-stdmemsize_of가-없습니다"><a class="header" href="#힙에는-stdmemsize_of가-없습니다">힙에는 <code>std::mem::size_of</code>가 없습니다</a></h3> +<p><code>std::mem::size_of</code>는 타입이 스택에서 차지할 공간의 양을 반환하며, 이는 <strong>타입의 크기</strong>라고도 알려져 있습니다.</p> +<blockquote> +<p><code>String</code>이 힙에서 관리하는 메모리 버퍼는 어떻습니까? 그것은 <code>String</code> 크기의 일부가 아닐까요?</p> +</blockquote> +<p>아니요!<br /> +해당 힙 할당은 <code>String</code>이 관리하는 <strong>리소스</strong>입니다. 컴파일러는 <code>String</code> 유형의 일부로 간주하지 않습니다.</p> +<p><code>std::mem::size_of</code>는 <code>String</code>의 경우처럼 유형이 포인터를 통해 관리하거나 참조할 수 있는 추가 힙 할당 데이터에 대해 알지(또는 신경 쓰지) 않으므로 해당 데이터의 크기를 추적하지 않습니다.</p> +<p>불행하게도 특정 값이 런타임에 할당하는 힙 메모리의 양을 측정하는 <code>std::mem::size_of</code>와 동등한 것은 없습니다. 일부 유형은 힙 사용량을 검사하는 메서드(예: <code>String</code>의 <code>capacity</code> 메서드)를 제공할 수 있지만 Rust에는 런타임 힙 사용량을 검색하는 범용 "API"가 없습니다.<br /> +그러나 메모리 프로파일러 도구(예: DHAT 또는 사용자 정의 할당자)를 사용하여 프로그램의 힙 사용량을 검사할 수 있습니다.</p> +<div class="footnote-definition" id="empty"><sup class="footnote-definition-label">1</sup> +<p><strong>빈</strong> <code>String</code>(예: <code>String::new()</code>)을 생성하면 <code>std</code>는 힙을 할당하지 않습니다. 힙 메모리는 처음으로 데이터를 푸시할 때 예약됩니다.</p> +</div> +<div class="footnote-definition" id="equivalence"><sup class="footnote-definition-label">2</sup> +<p>포인터의 크기는 운영 체제에 따라 다릅니다. 특정 환경에서는 포인터가 메모리 주소(예: CHERI)보다 <strong>더 큽니다</strong>. Rust는 포인터가 메모리 주소와 동일한 크기라는 단순화된 가정을 하고 있으며, 이는 여러분이 접하게 될 대부분의 최신 시스템에 해당됩니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/09_heap"><code>03_ticket_v1/09_heap</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/08_stack.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/10_references_in_memory.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/08_stack.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/10_references_in_memory.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/03_ticket_v1/10_references_in_memory.html b/ko/03_ticket_v1/10_references_in_memory.html new file mode 100644 index 0000000000000000000000000000000000000000..7f006b61b07bcbc6449ce7cf4a196023ea313dcc --- /dev/null +++ b/ko/03_ticket_v1/10_references_in_memory.html @@ -0,0 +1,270 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>메모리 참조 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html" class="active"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar .sidebar-scrollbox'); + sidebarScrollbox.addEventListener('click', function(e) { + if (e.target.tagName === 'A') { + sessionStorage.setItem('sidebar-scroll', sidebarScrollbox.scrollTop); + } + }, { passive: true }); + var sidebarScrollTop = sessionStorage.getItem('sidebar-scroll'); + sessionStorage.removeItem('sidebar-scroll'); + if (sidebarScrollTop) { + // preserve sidebar scroll position when navigating via links within sidebar + sidebarScrollbox.scrollTop = sidebarScrollTop; + } else { + // scroll sidebar to current active section when navigating via "next/previous chapter" buttons + var activeSection = document.querySelector('#sidebar .active'); + if (activeSection) { + activeSection.scrollIntoView({ block: 'center' }); + } + } + </script> + + <div id="page-wrapper" class="page-wrapper"> + + <div 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="참조"><a class="header" href="#참조">참조</a></h1> +<p><code>&String</code> 또는 <code>&mut String</code>과 같은 참조는 어떨까요? 메모리에서 어떻게 표현될까요?</p> +<p>Rust에서 대부분의 참조<sup class="footnote-reference"><a href="#fat">1</a></sup>는 메모리에서 메모리 위치에 대한 포인터로 표시됩니다.<br /> +그 크기는 포인터의 크기인 <code>usize</code>와 동일합니다.</p> +<p><code>std::mem::size_of</code>를 사용하여 이를 확인할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>assert_eq!(std::mem::size_of::<&String>(), 8); +assert_eq!(std::mem::size_of::<&mut String>(), 8); +<span class="boring">}</span></code></pre></pre> +<p>특히 <code>&String</code>은 <code>String</code>의 메타데이터가 저장되는 메모리 위치에 대한 포인터입니다.<br /> +이 스니펫을 실행하면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let s = String::from("Hey"); +let r = &s; +<span class="boring">}</span></code></pre></pre> +<p>메모리에 다음과 같은 내용이 표시됩니다:</p> +<pre><code> -------------------------------------- + | | + +----v----+--------+----------+ +----|----+ +Stack | pointer | length | capacity | | pointer | + | | | 3 | 5 | | | + +--| ----+--------+----------+ +---------+ + | s r + | + v + +---+---+---+---+---+ +Heap | H | e | y | ? | ? | + +---+---+---+---+---+ +</code></pre> +<p>원한다면 힙 할당 데이터에 대한 포인터에 대한 포인터입니다. <code>&mut String</code>도 마찬가지입니다.</p> +<h2 id="모든-포인터가-힙을-가리키는-것은-아닙니다"><a class="header" href="#모든-포인터가-힙을-가리키는-것은-아닙니다">모든 포인터가 힙을 가리키는 것은 아닙니다</a></h2> +<p>위의 예에서는 한 가지를 명확히 해야 합니다. 모든 포인터가 힙을 가리키는 것은 아닙니다.<br /> +그들은 단지 힙에 있을 수도 있지만 반드시 그럴 필요는 없는 메모리 위치를 가리킬 뿐입니다.</p> +<div class="footnote-definition" id="fat"><sup class="footnote-definition-label">1</sup> +<p><a href="../04_traits/06_str_slice.html">이 코스의 뒷부분</a>에서는 <strong>팻 포인터</strong>, 즉 추가 메타데이터가 포함된 포인터에 대해 설명하겠습니다. 이름에서 알 수 있듯이 이 장에서 논의한 포인터(<strong>얇은 포인터</strong>라고도 함)보다 큽니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/10_references_in_memory"><code>03_ticket_v1/10_references_in_memory</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/09_heap.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/11_destructor.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/09_heap.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/11_destructor.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/03_ticket_v1/11_destructor.html b/ko/03_ticket_v1/11_destructor.html new file mode 100644 index 0000000000000000000000000000000000000000..dd0e8d2ee58fd0700eda8d81b63f60c025239696 --- /dev/null +++ b/ko/03_ticket_v1/11_destructor.html @@ -0,0 +1,355 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>소멸자(Destructors) - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html" class="active"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="소멸자destructors"><a class="header" href="#소멸자destructors">소멸자(Destructors)</a></h1> +<p>힙을 소개할 때 할당한 메모리를 해제할 책임은 사용자에게 있다고 언급했습니다.<br /> +차용 검사기를 소개할 때 우리는 Rust에서 직접 메모리를 관리할 필요가 거의 없다고 언급했습니다.</p> +<p>이 두 진술은 처음에는 모순되는 것처럼 보일 수 있습니다. <strong>범위</strong>와 <strong>소멸자</strong>를 도입하여 이들이 어떻게 조화를 이루는지 살펴보겠습니다.</p> +<h2 id="스코프"><a class="header" href="#스코프">스코프</a></h2> +<p>변수의 <strong>스코프</strong>는 해당 변수가 유효하거나 <strong>살아있는</strong> Rust 코드의 영역입니다.</p> +<p>변수의 범위는 선언부터 시작됩니다. 다음 중 하나가 발생하면 종료됩니다:</p> +<ol> +<li> +<p>변수가 선언된 블록(즉 <code>{}</code> 사이의 코드)이 끝날때</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + // `x`는 아직 스코프에 포함되지 않습니다 + let y = "Hello".to_string(); + let x = "World".to_string(); // <-- x's 스코프는 여기서 시작됩니다... + let h = "!".to_string(); // | +} // \<\--------------- ...그리고 여기서 끝납니다</code></pre></pre> +</li> +<li> +<p>변수의 소유권이 다른 사람에게 이전될 때(예: 함수 또는 다른 변수)</p> +<pre><pre class="playground"><code class="language-rust">fn compute(t: String) { + // 뭐든 하세요 [...] +} + +fn main() { + let s = "Hello".to_string(); // <-- s의 스코프는 여기서 시작됩니다... + // | + compute(s); // <------------------- ..그리고 여기서 끝납니다 + // `s`가 `compute`로 이동되었기 때문입니다 +}</code></pre></pre> +</li> +</ol> +<h2 id="소멸자destructors-1"><a class="header" href="#소멸자destructors-1">소멸자(Destructors)</a></h2> +<p>값의 소유자가 스코프를 벗어나면 Rust는 해당 <strong>소멸자</strong>를 호출합니다.<br /> +소멸자는 해당 값에 사용된 리소스, 특히 할당한 메모리를 정리하려고 합니다.</p> +<p>값을 <code>std::mem::drop</code>에 전달하여 값의 소멸자를 수동으로 호출할 수 있습니다.<br /> +이것이 바로 Rust 개발자가 값이 범위를 벗어나 해당 소멸자가 호출되었음을 나타내는 방법으로 "해당 값이 <strong>삭제되었습니다</strong>"라고 말하는 것을 자주 듣게 되는 이유입니다.</p> +<h3 id="드롭-포인트-시각화"><a class="header" href="#드롭-포인트-시각화">드롭 포인트 시각화</a></h3> +<p>우리는 drop에 명시적으로 호출을 삽입할 수 있습니다. 이는 컴파일러가 우리를 위해 수행하는 작업을 명확하게 설명해 줍니다. 이전 예제로 돌아가보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + let y = "Hello".to_string(); + let x = "World".to_string(); + let h = "!".to_string(); +}</code></pre></pre> +<p>이는 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + let y = "Hello".to_string(); + let x = "World".to_string(); + let h = "!".to_string(); + // 변수는 선언의 역순으로 삭제됩니다 + drop(h); + drop(x); + drop(y); +}</code></pre></pre> +<p>대신 <code>s</code>의 소유권이 <code>compute</code>로 이전되는 두 번째 예를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust">fn compute(s: String) { + // 뭐든 하세요 [...] +} + +fn main() { + let s = "Hello".to_string(); + compute(s); +}</code></pre></pre> +<p>이는 다음과 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust">fn compute(t: String) { + // 뭐든 하세요 [...] + drop(t); // <-- 이 지점 이전에 `t`가 삭제되거나 이동되지 않았다고 가정하면 + // 컴파일러는 스코프를 벗어날 때 + // 여기에서 `drop`을 호출합니다. +} + +fn main() { + let s = "Hello".to_string(); + compute(s); +}</code></pre></pre> +<p>차이점에 주목하십시오. <code>main</code>에서 <code>compute</code>이 호출된 후에 <code>s</code>가 더 이상 유효하지 않더라도 <code>main</code>에는 <code>drop(s)</code>이 없습니다. 값의 소유권을 함수로 이전하면 <strong>값 정리 책임</strong>도 이전됩니다.</p> +<p>이렇게 하면 값에 대한 소멸자가 <strong>최대로<sup class="footnote-reference"><a href="#leak">1</a></sup> 한 번</strong> 호출되어 설계상 <a href="https://owasp.org/www-community/vulnerabilities/Doubly_freeing_memory">더블 프리 버그</a>를 방지할 수 있습니다.</p> +<h3 id="삭제-후-사용"><a class="header" href="#삭제-후-사용">삭제 후 사용</a></h3> +<p>값이 삭제된 후에 값을 사용하려고 하면 어떻게 될까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = "Hello".to_string(); +drop(x); +println!("{}", x); +<span class="boring">}</span></code></pre></pre> +<p>이 코드를 컴파일하려고 하면 오류가 발생합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>error[E0382]: use of moved value: `x` + --> src/main.rs:4:20 + | +3 | drop(x); + | - value moved here +4 | println!("{}", x); + | ^ value used here after move +<span class="boring">}</span></code></pre></pre> +<p>Drop은 호출된 값을 <strong>소비</strong>합니다. 즉, 호출 후에는 해당 값이 더 이상 유효하지 않습니다.<br /> +따라서 컴파일러는 사용자가 이를 사용하지 못하게 하여 <a href="https://owasp.org/www-community/vulnerabilities/Using_freed_memory">use-after-free 버그</a>를 방지합니다.</p> +<h3 id="참조-삭제"><a class="header" href="#참조-삭제">참조 삭제</a></h3> +<p>변수에 참조가 포함되어 있으면 어떻게 되나요?<br /> +예를 들어:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 42i32; +let y = &x; +drop(y); +<span class="boring">}</span></code></pre></pre> +<p><code>drop(y)</code>를 호출하면... 아무 일도 일어나지 않습니다.<br /> +실제로 이 코드를 컴파일하려고 하면 다음과 같은 경고가 표시됩니다:</p> +<pre><code class="language-text">warning: calls to `std::mem::drop` with a reference + instead of an owned value does nothing + --> src/main.rs:4:5 + | +4 | drop(y); + | ^^^^^-^ + | | + | argument has type `&i32` + | +</code></pre> +<p>이전에 말한 내용으로 돌아갑니다. 소멸자를 한 번만 호출하려고 합니다.<br /> +동일한 값에 대한 참조가 여러 개 있을 수 있습니다. 그 중 하나가 범위를 벗어날 때 가리키는 값에 대해 소멸자를 호출하면 다른 참조에는 어떤 일이 발생할까요? 그들은 더 이상 유효하지 않은 메모리 위치, 즉 <a href="https://owasp.org/www-community/vulnerabilities/Using_freed_memory"><strong>use-after-free 버그</strong></a>와 가까운 친척인 <a href="https://en.wikipedia.org/wiki/Dangling_pointer"><strong>댕글링 포인터</strong></a>를 참조합니다. Rust의 소유권 시스템은 설계상 이러한 종류의 버그를 배제합니다.</p> +<div class="footnote-definition" id="leak"><sup class="footnote-definition-label">1</sup> +<p>Rust는 소멸자가 실행된다는 것을 보장하지 않습니다. 예를 들어 명시적으로 <a href="../07_threads/03_leak.html">메모리 누수</a>를 선택한 경우에는 그렇지 않습니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/11_destructor"><code>03_ticket_v1/11_destructor</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/10_references_in_memory.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/12_outro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/10_references_in_memory.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../03_ticket_v1/12_outro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/03_ticket_v1/12_outro.html b/ko/03_ticket_v1/12_outro.html new file mode 100644 index 0000000000000000000000000000000000000000..6abc89cac3d5eeb890ccb6dfc67e6242013e6988 --- /dev/null +++ b/ko/03_ticket_v1/12_outro.html @@ -0,0 +1,235 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>마무리 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html" class="active"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div 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0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="마무리"><a class="header" href="#마무리">마무리</a></h1> +<p>우리는 이번 장에서 Rust의 기초 개념을 많이 다루었습니다.<br /> +계속 진행하기 전에 마지막 연습을 통해 배운 내용을 통합해 보겠습니다. 이번에는 최소한의 지침만 제공됩니다. 연습 설명과 안내할 테스트만 제공됩니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/12_outro"><code>03_ticket_v1/12_outro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/11_destructor.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/00_intro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/11_destructor.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/00_intro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/04_traits/00_intro.html b/ko/04_traits/00_intro.html new file mode 100644 index 0000000000000000000000000000000000000000..211bc0eaae44881bbd9fc82c5a3e142985146d6a --- /dev/null +++ b/ko/04_traits/00_intro.html @@ -0,0 +1,247 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html" class="active"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="트레잇"><a class="header" href="#트레잇">트레잇</a></h1> +<p>이전 장에서 우리는 Rust의 유형과 소유권 시스템의 기본을 다루었습니다.<br /> +이제 더 깊이 파고들 시간입니다. Rust의 인터페이스, <strong>Trait</strong>를 살펴보겠습니다.</p> +<p>특성에 대해 배우고 나면 곳곳에서 그들의 흔적이 보일겁니다.<br /> +사실, 이전 장 전체에서 이미 트레잇이 작동하는 것을 보았습니다. <code>.into()</code> 호출 및 <code>==</code>나 <code>+</code>와 같은 연산자들 말입니다.</p> +<p>개념으로서의 트레잇 외에도 Rust의 표준 라이브러리에 정의된 주요 트레잇 중 일부도 다룰 것입니다:</p> +<ul> +<li>연산자 특성(예: <code>Add</code>, <code>Sub</code>, <code>PartialEq</code> 등)</li> +<li><code>From</code>과 <code>Into</code>, 오류 없는 변환을 위해</li> +<li><code>Clone</code>과 <code>Copy</code>, 값 복사를 위해</li> +<li><code>Deref</code>와 deref 변환</li> +<li><code>Sized</code>, 타입의 크기가 정해졌음을 나타내기위해</li> +<li>'Drop', 커스텀 클린업 로직을 위해</li> +</ul> +<p>변환에 관해 이야기할 것이므로 이전 장의 "지식 격차"를 메울 수 있는 시간을 가지겠습니다. ``제목''이란게 정확히 무엇이었나요? 슬라이스에 대해서도 자세히 알아보겠습니다!</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/00_intro"><code>04_traits/00_intro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../03_ticket_v1/12_outro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/01_trait.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../03_ticket_v1/12_outro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/01_trait.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/04_traits/01_trait.html b/ko/04_traits/01_trait.html new file mode 100644 index 0000000000000000000000000000000000000000..5339869a12ecf00e68f22b038440612e0d08c1e4 --- /dev/null +++ b/ko/04_traits/01_trait.html @@ -0,0 +1,335 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html" class="active"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="트레잇"><a class="header" href="#트레잇">트레잇</a></h1> +<p>'Ticket' 타입을 다시 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Ticket { + title: String, + description: String, + status: String, +} +<span class="boring">}</span></code></pre></pre> +<p>지금까지 우리의 모든 테스트는 <code>Ticket</code>의 필드를 사용하여 비교했습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>assert_eq!(ticket.title(), "A new title"); +<span class="boring">}</span></code></pre></pre> +<p>만약 두 개의 <code>Ticket</code> 인스턴스를 직접 비교하고 싶다면 어떻게 해야 할까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let ticket1 = Ticket::new(/* ... */); +let ticket2 = Ticket::new(/* ... */); +ticket1 == ticket2 +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 우리를 멈출 것입니다:</p> +<pre><code class="language-text">error[E0369]: binary operation `==` cannot be applied to type `Ticket` + --> src/main.rs:18:13 + | +18 | ticket1 == ticket2 + | ------- ^^ ------- Ticket + | | + | Ticket + | +note: an implementation of `PartialEq` might be missing for `Ticket` +</code></pre> +<p><code>Ticket</code>은 새로운 유형입니다. 기본적으로는 <strong>연관된 동작이 없습니다</strong>.<br /> +Rust는 단지 <code>String</code>을 포함하고 있다는 이유만으로 두 개의 <code>Ticket</code> 인스턴스를 비교하는 방법을 마법처럼 추론하지 않습니다.</p> +<p>Rust 컴파일러는 우리를 올바른 방향으로 인도하고 있습니다: 이는 <code>PartialEq</code> 구현이 누락되었을 수 있음을 알려줍니다. <code>PartialEq</code>는 <strong>트레잇</strong>입니다!</p> +<h2 id="트레잇이란-무엇입니까"><a class="header" href="#트레잇이란-무엇입니까">트레잇이란 무엇입니까?</a></h2> +<p>트레잇은 <strong>인터페이스</strong>를 정의하는 Rust의 방식입니다.<br /> +트레잇은 트레잇의 요구사항을 충족하기 위해 타입이 구현해야 하는 메서드 집합을 정의합니다.</p> +<h3 id="트레잇-정의"><a class="header" href="#트레잇-정의">트레잇 정의</a></h3> +<p>트레잇 정의의 구문은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait <TraitName> { + fn <method_name>(<parameters>) -> <return_type>; +} +<span class="boring">}</span></code></pre></pre> +<p>예를 들어, 구현자가 <code>is_zero</code> 메소드를 정의하도록 요구하는 <code>MaybeZero</code>라는 트레잇을 정의할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait MaybeZero { + fn is_zero(self) -> bool; +} +<span class="boring">}</span></code></pre></pre> +<h3 id="트레잇-구현"><a class="header" href="#트레잇-구현">트레잇 구현</a></h3> +<p>타입에 대한 트레잇을 구현하려면 일반<sup class="footnote-reference"><a href="#inherent">1</a></sup> 메소드에서와 마찬가지로 <code>impl</code> 키워드를 사용하지만 구문은 약간 다릅니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl <TraitName> for <TypeName> { + fn <method_name>(<parameters>) -> <return_type> { + // 메서드 본문 + } +} +<span class="boring">}</span></code></pre></pre> +<p>예를 들어, 사용자 정의 숫자 유형 <code>WrappingU32</code>에 대해 <code>MaybeZero</code> 특성을 구현하려면 다음을 수행하세요:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct WrappingU32 { + inner: u32, +} + +impl MaybeZero for WrappingU32 { + fn is_zero(self) -> bool { + self.inner == 0 + } +} +<span class="boring">}</span></code></pre></pre> +<h3 id="트레잇-메서드-호출"><a class="header" href="#트레잇-메서드-호출">트레잇 메서드 호출</a></h3> +<p>트레잇 메서드를 호출하려면 일반 메서드와 마찬가지로 <code>.</code> 연산자를 사용합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = WrappingU32 { inner: 5 }; +assert!(!x.is_zero()); +<span class="boring">}</span></code></pre></pre> +<p>트레잇 메서드를 호출하려면 다음 두 가지 사항이 충족되어야 합니다:</p> +<ul> +<li>타입은 트레잇을 구현해야 합니다.</li> +<li>트레잇은 스코프 내에 있어야 합니다.</li> +</ul> +<p>후자를 만족시키려면 해당 특성에 <code>use</code> 문을 추가해야 할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use crate::MaybeZero; +<span class="boring">}</span></code></pre></pre> +<p>다음과 같은 경우에는 필요하지 않습니다:</p> +<ul> +<li>트레잇이 호출이 발생하는 동일한 모듈에서 정의될 때.</li> +<li>트레잇이 <strong>prelude</strong>에 정의되어있을 때. 프렐류드는 모든 러스트 프로그램에 자동으로 임포트되는 트레잇과 타입의 집합입니다. 마치 모든 러스트 모듈의 시작 부분에 <code>use std::prelude::*;</code>가 추가된 것과 같습니다.</li> +</ul> +<p><a href="https://doc.rust-lang.org/std/prelude/index.html">Rust 문서</a>의 프렐류드 부분에서 트레잇과 타입들을 찾을 수 있습니다.</p> +<div class="footnote-definition" id="inherent"><sup class="footnote-definition-label">1</sup> +<p>트레잇을 사용하지 않고 타입에 직접 정의된 메서드를 <strong>고유 메서드</strong>라고도 합니다.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/01_trait"><code>04_traits/01_trait</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/00_intro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/02_orphan_rule.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/00_intro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/02_orphan_rule.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html" class="active"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="트레잇-구현"><a class="header" href="#트레잇-구현">트레잇 구현</a></h1> +<p>유형이 다른 크레이트(예: Rust 표준 라이브러리의 <code>u32</code>)에 정의되면 해당 유형에 대한 새 메서드를 직접 정의할 수 없습니다. 다음의 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl u32 { + fn is_even(&self) -> bool { + self % 2 == 0 + } +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 다음과 같이 불평할 것입니다:</p> +<pre><code class="language-text">error[E0390]: cannot define inherent `impl` for primitive types + | +1 | impl u32 { + | ^^^^^^^^ + | + = help: consider using an extension trait instead +</code></pre> +<h2 id="확장-트레잇"><a class="header" href="#확장-트레잇">확장 트레잇</a></h2> +<p><strong>확장 트레잇</strong>은 <code>u32</code>와 같은 외부 타입에 새로운 메소드를 추가하기위한 트레잇입니다. 이것이 바로 이전 예제에서 <code>IsEven</code> 트레잇을 정의한 다음 <code>i32</code> 및 <code>u32</code>에 대해 구현하여 배포한 패턴입니다. 그러면 <code>IsEven</code>이 스코프 내에 있는 한 타입에 대해 <code>is_even</code>을 자유롭게 호출할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust">// 트레잇을 스코프로 가져옵니다 +use my_library::IsEven; + +fn main() { + // 이를 구현하는 타입에서 해당 메서드를 호출합니다. + if 4.is_even() { + // [...] + } +}</code></pre></pre> +<h2 id="하나의-구현"><a class="header" href="#하나의-구현">하나의 구현</a></h2> +<p>트레잇을 구현하는데에는 제약사항이 있습니다.<br /> +가장 간단하고 단순한 것은 동일한 타입에 대해 크레이트에서 동일한 트레잇을 두 번 구현할 수 없다는 것입니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait IsEven { + fn is_even(&self) -> bool; +} + +impl IsEven for u32 { + fn is_even(&self) -> bool { + true + } +} + +impl IsEven for u32 { + fn is_even(&self) -> bool { + false + } +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 이를 거부합니다:</p> +<pre><code class="language-text">error[E0119]: conflicting implementations of trait `IsEven` for type `u32` + | +5 | impl IsEven for u32 { + | ------------------- first implementation here +... +11 | impl IsEven for u32 { + | ^^^^^^^^^^^^^^^^^^^ conflicting implementation for `u32` +</code></pre> +<p><code>IsEven::is_even</code>이 <code>u32</code> 값에 대해 호출될 때 어떤 트레잇 구현을 사용해야 하는지에 모호하기때문에 트레잇 구현은 하나만 있어야합니다.</p> +<h2 id="고아-규칙orphan-rule"><a class="header" href="#고아-규칙orphan-rule">고아 규칙(Orphan rule)</a></h2> +<p>여러 크레이트가 관련되면 상황이 더욱 미묘해집니다. 특히 다음 중 하나 이상이 충족되어야 합니다:</p> +<ul> +<li>트레잇은 현재 크레이트에 정의되어있어야합니다</li> +<li>타입의 구현은 현재 크레이트에서 정의되어야합니다</li> +</ul> +<p>이것은 Rust의 <strong>고아 규칙</strong>으로 알려져 있습니다. 이 규칙의 목적은 매서드 해석 과정을 명확하게 만드는 것입니다.</p> +<p>다음 상황을 상상해 보세요:</p> +<ul> +<li><code>A</code> 크레이트는 <code>IsEven</code> 트레잇을 정의합니다</li> +<li><code>B</code> 크레이트는 <code>u32</code>에 대해 <code>IsEven</code>을 구현합니다</li> +<li><code>C</code> 크레이트는 <code>u32</code>에 대한 <code>IsEven</code> 트레잇의 (다른) 구현을 제공합니다</li> +<li>크레이트 <code>D</code>는 <code>B</code>와 <code>C</code> 모두에 의존하며 <code>1.is_even()</code>을 호출합니다</li> +</ul> +<p>어떤 구현을 사용해야 합니까? <code>B</code>에 정의된 것? 아니면 <code>C</code>에 정의된 것인가요?<br /> +정답이 없으므로 이 시나리오를 방지하기 위해 고아 규칙이 정의되었습니다. 고아 규칙 덕분에 <code>B</code> 상자나 <code>C</code> 상자는 모두 컴파일되지 않습니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>위에서 설명한 대로 고아 규칙에는 몇 가지 주의 사항과 예외가 있습니다. 그 뉘앙스에 익숙해지고 싶다면 <a href="(https://doc.rust-lang.org/reference/items/implementations.html#trait-implementation-coherence)">참고 자료</a>를 확인하세요.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/02_orphan_rule"><code>04_traits/02_orphan_rule</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/01_trait.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/03_operator_overloading.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/01_trait.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/03_operator_overloading.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/04_traits/03_operator_overloading.html b/ko/04_traits/03_operator_overloading.html new file mode 100644 index 0000000000000000000000000000000000000000..d745b43254d041b2ffa494fe3125f37dd77751be --- /dev/null +++ b/ko/04_traits/03_operator_overloading.html @@ -0,0 +1,311 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>연산자 오버로딩 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html" class="active"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 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class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="연산자-오버로딩"><a class="header" href="#연산자-오버로딩">연산자 오버로딩</a></h1> +<p>이제 특성이 무엇인지 기본적으로 이해했으므로 <strong>연산자 오버로딩</strong>으로 돌아가 보겠습니다. 연산자 오버로딩은 <code>+</code>, <code>-</code>, <code>*</code>, <code>/</code>, <code>==</code>, <code>!=</code> 등과 같은 연산자에 대한 사용자 정의 동작을 정의하는 기능입니다.</p> +<h2 id="연산자는-트레잇입니다"><a class="header" href="#연산자는-트레잇입니다">연산자는 트레잇입니다</a></h2> +<p>Rust에서 연산자는 트레잇입니다.<br /> +각 연산자에는 해당 연산자의 동작을 정의하는 해당 트레잇이 있습니다. 타입에 해당 트레잇을 구현함으로써 해당 연산자의 사용을 <strong>잠금 해제</strong>할 수 있습니다.</p> +<p>예를 들어 <a href="https://doc.rust-lang.org/std/cmp/trait.PartialEq.html"><code>PartialEq</code> trait</a> 특성은 <code>==</code>와 <code>!=</code> 연산자의 동작을 정의합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// Rust의 표준 라이브러리에 있는 `PartialEq` 특성 정의 +// (지금은 _약간_ 단순화되었습니다) +pub trait PartialEq { + // 필수 메서드 + // + // `Self`는 "트레잇을 구현하는 타입"을 + // 의미하는 Rust 키워드입니다 + fn eq(&self, other: &Self) -> bool; + + // 제공되는 메서드 + fn ne(&self, other: &Self) -> bool { ... } +} +<span class="boring">}</span></code></pre></pre> +<p><code>x == y</code>를 작성하면 컴파일러는 <code>x</code> 및 <code>y</code> 타입에 대한 <code>PartialEq</code> 트레잇의 구현을 찾고 <code>x == y</code>를 <code>x.eq(y)</code>로 대체합니다. 이는 문법적 설탕(syntactic sugar)입니다!</p> +<p>주요 연산자에 대한 트레잇은 다음과 같습니다:</p> +<div class="table-wrapper"><table><thead><tr><th>연산자</th><th>트레잇</th></tr></thead><tbody> +<tr><td><code>+</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Add.html"><code>Add</code></a></td></tr> +<tr><td><code>-</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Sub.html"><code>Sub</code></a></td></tr> +<tr><td><code>*</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Mul.html"><code>Mul</code></a></td></tr> +<tr><td><code>/</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Div.html"><code>Div</code></a></td></tr> +<tr><td><code>%</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Rem.html"><code>Rem</code></a></td></tr> +<tr><td><code>==</code>와 <code>!=</code></td><td><a href="https://doc.rust-lang.org/std/cmp/trait.PartialEq.html"><code>PartialEq</code></a></td></tr> +<tr><td><code><</code>, <code>></code>, <code><=</code> 그리고 <code>>=</code></td><td><a href="https://doc.rust-lang.org/std/cmp/trait.PartialOrd.html"><code>PartialOrd</code></a></td></tr> +</tbody></table> +</div> +<p>산술 연산자는 <a href="https://doc.rust-lang.org/std/ops/index.html"><code>std::ops</code></a> 모듈에 있고, 비교 연산자는 <a href="https://doc.rust-lang.org/std/cmp/index.html"><code>std::cmp</code></a> 모듈에 있습니다.</p> +<h2 id="기본-구현"><a class="header" href="#기본-구현">기본 구현</a></h2> +<p><code>PartialEq::ne</code>에 대한 주석에는 "<code>ne</code>이 제공되는 메서드입니다"라고 명시되어 있습니다.<br /> +이는 <code>PartialEq</code>가 특성 정의의 <code>ne</code>에 대한 <strong>기본 구현</strong>을 제공한다는 의미입니다(정의 조각에서 생략된 <code>{ ... }</code> 블록).<br /> +생략된 블록을 확장하면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait PartialEq { + fn eq(&self, other: &Self) -> bool; + + fn ne(&self, other: &Self) -> bool { + !self.eq(other) + } +} +<span class="boring">}</span></code></pre></pre> +<p>예상한 대로입니다. 'ne'은 'eq'의 부정입니다.<br /> +기본 구현이 제공되므로 유형에 대해 <code>PartialEq</code>를 구현할 때 <code>ne</code> 구현을 건너뛸 수 있습니다. <code>eq</code>를 구현하는 것으로 충분합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct WrappingU8 { + inner: u8, +} + +impl PartialEq for WrappingU8 { + fn eq(&self, other: &WrappingU8) -> bool { + self.inner == other.inner + } + + // 여기에는 `ne` 구현이 없습니다 +} +<span class="boring">}</span></code></pre></pre> +<p>하지만 무조건 기본 구현을 사용해야 하는 것은 아닙니다. 트레잇을 구현할 때 이를 재정의할 수 있습니다</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct MyType; + +impl PartialEq for MyType { + fn eq(&self, other: &MyType) -> bool { + // 사용자 정의 구현 + } + + fn ne(&self, other: &MyType) -> bool { + // 사용자 정의 구현 + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/03_operator_overloading"><code>04_traits/03_operator_overloading</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/02_orphan_rule.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/04_derive.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/02_orphan_rule.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/04_derive.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/04_traits/04_derive.html b/ko/04_traits/04_derive.html new file mode 100644 index 0000000000000000000000000000000000000000..e9cfb175a1e5a40fe5189c0f7c79c7a27bb62a36 --- /dev/null +++ b/ko/04_traits/04_derive.html @@ -0,0 +1,310 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>파생(Derive) 매크로 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html" class="active"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="파생derive-매크로"><a class="header" href="#파생derive-매크로">파생(Derive) 매크로</a></h1> +<p><code>Ticket</code>에 대해 <code>PartialEq</code>를 구현하는 것은 약간 지루한 일이었죠, 그렇죠? 구조체의 각 필드를 수동으로 비교해야 했습니다.</p> +<h2 id="구조-분해-구문"><a class="header" href="#구조-분해-구문">구조 분해 구문</a></h2> +<p>구현이 불안정합니다. 구조체 정의가 변경되면(예: 새 필드가 추가되는 경우) <code>PartialEq</code> 구현을 업데이트해줘야합니다.</p> +<p>구조체를 해당 필드로 <strong>구조 분해</strong>하여 위험을 줄일 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl PartialEq for Ticket { + fn eq(&self, other: &Self) -> bool { + let Ticket { + title, + description, + status, + } = self; + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Ticket</code>의 정의가 변경되면 컴파일러는 구조 분해가 더 이상 완전하지 않다고 불평하면서 오류를 발생시킵니다.<br /> +변수 섀도잉을 방지하기 위해 구조체 필드의 이름을 바꿀 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl PartialEq for Ticket { + fn eq(&self, other: &Self) -> bool { + let Ticket { + title, + description, + status, + } = self; + let Ticket { + title: other_title, + description: other_description, + status: other_status, + } = other; + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>구조 분해는 자주 쓸 수 있는 유용한 패턴이지만 이 작업을 수행하는 훨씬 더 편리한 방법이 있습니다: <strong>파생 매크로</strong>.</p> +<h2 id="매크로"><a class="header" href="#매크로">매크로</a></h2> +<p>지난 예제에서 이미 몇 가지 매크로를 접했습니다:</p> +<ul> +<li>테스트에는 <code>assert_eq!</code>와 <code>assert!</code></li> +<li><code>println!</code>, 콘솔에 프린트 할 때</li> +</ul> +<p>Rust 매크로는 <strong>코드 생성기</strong>입니다.<br /> +그들은 여러분이 제공한 입력을 기반으로 새로운 Rust 코드를 생성하고, 생성된 코드는 프로그램의 나머지 부분과 함께 컴파일됩니다. 일부 매크로는 Rust의 표준 라이브러리에 내장되어 있지만 직접 작성할 수도 있습니다. 이 과정에서는 자체 매크로를 생성하지 않지만 <a href="#further-reading">"읽을거리" section</a>섹션에서 몇 가지 유용한 지침을 찾을 수 있습니다.</p> +<h3 id="분석"><a class="header" href="#분석">분석</a></h3> +<p>일부 IDE에서는 매크로를 확장하여 생성된 코드를 분석할 수 있습니다. 이게 불가능한 상황이라면 <a href="https://github.com/dtolnay/cargo-expand"><code>cargo-expand</code></a>를 사용할 수도 있습니다.</p> +<h3 id="파생derive-매크로-1"><a class="header" href="#파생derive-매크로-1">파생(Derive) 매크로</a></h3> +<p><strong>파생 매크로</strong>는 Rust 매크로의 특별한 특징입니다. 구조체 상단에 <strong>속성</strong>으로 지정됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(PartialEq)] +struct Ticket { + title: String, + description: String, + status: String +} +<span class="boring">}</span></code></pre></pre> +<p>파생 매크로는 사용자 정의 유형에 대한 일반적인(그리고 "명백한") 특성의 구현을 자동화하는 데 사용됩니다. 위의 예에서 <code>PartialEq</code> 특성은 <code>Ticket</code>에 대해 자동으로 구현됩니다. 매크로를 확장하면 생성된 코드가 수동으로 작성한 코드와 기능적으로 동일하다는 것을 알 수 있지만 읽기가 좀 더 불편합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[automatically_derived] +impl ::core::cmp::PartialEq for Ticket { + #[inline] + fn eq(&self, other: &Ticket) -> bool { + self.title == other.title && self.description == other.description + && self.status == other.status + } +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 가능하면 트레잇을 파생하도록 유도합니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li><a href="(https://veykril.github.io/tlborm/)">Rust 매크로에 관한 작은 문서</a></li> +<li><a href="https://github.com/dtolnay/proc-macro-workshop">Proc macro workshop</a></li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/04_derive"><code>04_traits/04_derive</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/03_operator_overloading.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/05_trait_bounds.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/03_operator_overloading.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/05_trait_bounds.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html" class="active"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="트레잇-바운드"><a class="header" href="#트레잇-바운드">트레잇 바운드</a></h1> +<p>지금까지 트레잇에 대한 두 가지 사용 사례를 살펴보았습니다:</p> +<ul> +<li>"빌트-인" 동작 잠금 해제(예: 연산자 오버로드)</li> +<li>기존 타입에 새로운 동작 추가(예: 확장 특성)</li> +</ul> +<p>세 번째 사용 사례는 <strong>제네릭 프로그래밍</strong>입니다.</p> +<h2 id="문제"><a class="header" href="#문제">문제</a></h2> +<p>지금까지 우리의 모든 함수와 메서드는 <strong>구체적인 타입</strong>으로 작업해 왔습니다.<br /> +구체적인 타입에서 작동하는 코드는 일반적으로 작성하고 이해하기 쉽습니다. 하지만 재사용 가능성에 한계가 있습니다.<br /> +예를 들어 정수가 짝수이면 <code>true</code>를 반환하는 함수를 작성한다고 가정해 보겠습니다. 구체적인 타입으로 작업하려면 지원하려는 각 정수 타입에 대해 별도의 함수를 작성해야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn is_even_i32(n: i32) -> bool { + n % 2 == 0 +} + +fn is_even_i64(n: i64) -> bool { + n % 2 == 0 +} + +// Etc. +<span class="boring">}</span></code></pre></pre> +<p>또는 단일 확장 트레잇을 작성한 다음 각 정수 타입에 대해 서로 다른 구현을 작성할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait IsEven { + fn is_even(&self) -> bool; +} + +impl IsEven for i32 { + fn is_even(&self) -> bool { + self % 2 == 0 + } +} + +impl IsEven for i64 { + fn is_even(&self) -> bool { + self % 2 == 0 + } +} + +// Etc. +<span class="boring">}</span></code></pre></pre> +<p>중복이 발생합니다.</p> +<h2 id="제네릭-프로그래밍"><a class="header" href="#제네릭-프로그래밍">제네릭 프로그래밍</a></h2> +<p><strong>제네릭</strong>을 사용하면 더 나은 결과를 얻을 수 있습니다.<br /> +제네릭을 사용하면 구체적인 타입 대신 <strong>타입 매개변수</strong>로 작동하는 코드를 작성할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<T>(n: T) +where + T: IsEven + Debug +{ + if n.is_even() { + println!("{n:?} is even"); + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>print_if_even</code>은 <strong>제네릭 함수</strong>입니다.<br /> +특정 입력 타입에 제한되지않습니다. 대신 다음과 같은 모든 타입 <code>T</code>와 함께 작동합니다:</p> +<ul> +<li><code>IsEven</code> 트레잇을 구현할 떄.</li> +<li><code>Debug</code> 트레잇을 구현할 때.</li> +</ul> +<p>이 요구사항은 <strong>트레잇 바운드</strong>: <code>T: IsEven + Debug</code>로 표현됩니다.<br /> +<code>+</code> 기호는 <code>T</code>가 여러 트레잇을 구현하도록 요구하는 데 사용됩니다. <code>T: IsEven + Debug</code>는 "<code>T</code>가 <code>IsEven</code> <strong>그리고</strong> <code>Debug</code>를 구현할 때"라는 말과 같습니다.</p> +<h2 id="트레잇-바운드-1"><a class="header" href="#트레잇-바운드-1">트레잇 바운드</a></h2> +<p><code>print_if_even</code>에서 트레잇 바운드는 어떤 목적으로 사용될까요?<br /> +알아보기 위해 이를 제거해 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<T>(n: T) { + if n.is_even() { + println!("{n:?} is even"); + } +} +<span class="boring">}</span></code></pre></pre> +<p>이 코드는 컴파일되지 않습니다:</p> +<pre><code class="language-text">error[E0599]: no method named `is_even` found for type parameter `T` in the current scope + --> src/lib.rs:2:10 + | +1 | fn print_if_even<T>(n: T) { + | - method `is_even` not found for this type parameter +2 | if n.is_even() { + | ^^^^^^^ method not found in `T` + +error[E0277]: `T` doesn't implement `Debug` + --> src/lib.rs:3:19 + | +3 | println!("{n:?} is even"); + | ^^^^^ `T` cannot be formatted using `{:?}` because it doesn't implement `Debug` + | +help: consider restricting type parameter `T` + | +1 | fn print_if_even<T: std::fmt::Debug>(n: T) { + | +++++++++++++++++ +</code></pre> +<p>트레잇 바운드가 없으면 컴파일러는 <code>T</code>가 <strong>할 수 있는</strong> 작업을 알 수 없습니다.<br /> +<code>T</code>에 <code>is_even</code> 메서드가 있다는 사실도 모르고, 프린트를 위해 <code>T</code> 타입을 포맷팅하는 방법도 모릅니다. 컴파일러의 관점에서 보면 <code>T</code>로는 아무것도 할 수 없습니다.<br /> +트레잇 바운드는 함수 본문에서 요구하는 동작이 존재하는지 확인하여 함수에 사용할 수 있는 타입들을 제한합니다.</p> +<h2 id="구문-인라인-트레잇-바운드"><a class="header" href="#구문-인라인-트레잇-바운드">구문: 인라인 트레잇 바운드</a></h2> +<p>위의 모든 예에서는 트레잇 바운드를 지정하기 위해 <strong><code>where</code> 절</strong>을 사용했습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<T>(n: T) +where + T: IsEven + Debug +// ^^^^^^^^^^^^^^^^^ +// 이게 `where` 절입니다 +{ + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>트레잇 바운드가 단순한 경우 타입 매개변수 바로 옆에 <strong>인라인</strong>할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<T: IsEven + Debug>(n: T) { + // ^^^^^^^^^^^^^^^^^ + // 이게 인라인 트레잇 바운드입니다 + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h2 id="구문-의미-있는-이름"><a class="header" href="#구문-의미-있는-이름">구문: 의미 있는 이름</a></h2> +<p>위의 예에서는 <code>T</code>를 타입 매개변수 이름으로 사용했습니다. 이는 함수에 타입 매개변수가 하나만 있는 경우 일반적인 규칙입니다.<br /> +더 의미 있는 이름을 사용하셔도 됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<Number: IsEven + Debug>(n: Number) { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>실제로 여러 타입 매개변수가 있거나 <code>T</code>라는 이름이 함수에서 해당 타입의 역할에 대한 충분한 정보를 전달하지 못하는 경우 의미 있는 이름을 사용하는 것이 <strong>바람직합니다</strong>. 변수나 함수 매개변수와 마찬가지로 타입 매개변수의 이름을 지정할 때 명확성과 가독성을 최대화하세요. 동시에 Rust의 규칙도 지켜주세요. <a href="https://rust-lang.github.io/api-guidelines/naming.html#casing-conforms-to-rfc-430-c-case">타입 매개변수 이름에는 대문자 카멜케이스</a>를 사용하십시오.</p> +<h2 id="함수-시그니처는-왕이다"><a class="header" href="#함수-시그니처는-왕이다">함수 시그니처는 왕이다</a></h2> +<p>트레잇 바운드가 왜 필요한지 궁금할 수도 있습니다. 컴파일러가 함수 본문에서 필요한 트레잇을 추론할 순 없나요?<br /> +그럴 수도 있겠지만 실제론 그렇지 않습니다.<br /> +그 근거는 함수 매개변수에 대한 명시적 타입 어노테이션의 경우와 동일합니다. 각 함수 시그니처는 호출자와 호출 수신자 간의 계약이며 용어가 명시적으로 명시되어야 합니다. 이를 통해 더 나은 오류 메시지, 더 나은 문서화, 버전 간 의도하지 않은 문제 감소 그리고 더 빠른 컴파일이 가능해집니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/05_trait_bounds"><code>04_traits/05_trait_bounds</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/04_derive.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/06_str_slice.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/04_derive.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/06_str_slice.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html" class="active"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="문자열-슬라이스"><a class="header" href="#문자열-슬라이스">문자열 슬라이스</a></h1> +<p>이전 장 전체에서 <code>"To-Do"</code> 또는 <code>"A ticket Description"</code>과 같은 코드에서 사용되는 <strong>문자열 리터럴</strong>을 꽤 많이 보았습니다. 그 뒤에는 항상 <code>.to_string()</code> 또는 <code>.into()</code>에 대한 호출이 이어졌습니다. 이제 그 이유를 이해할 시간입니다!</p> +<h2 id="문자열-리터럴"><a class="header" href="#문자열-리터럴">문자열 리터럴</a></h2> +<p>원시 텍스트를 큰따옴표로 묶어 문자열 리터럴을 정의합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let s = "Hello, world!"; +<span class="boring">}</span></code></pre></pre> +<p><code>s</code>의 유형은 <strong>문자열 슬라이스에 대한 참조</strong>인 <code>&str</code>입니다.</p> +<h2 id="메모리-레이아웃"><a class="header" href="#메모리-레이아웃">메모리 레이아웃</a></h2> +<p><code>&str</code>과 <code>String</code>은 서로 다른 유형이므로 서로 바꿔 사용할 수 없습니다.<br /> +<a href="../03_ticket_v1/09_heap.html">이전 시간</a>에서 본 <code>String</code>의 메모리 레이아웃을 떠올려 보겠습니다. 다음을 실행하면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut s = String::with_capacity(5); +s.push_str("Hello"); +<span class="boring">}</span></code></pre></pre> +<p>우리는 이 상황에서 메모리는 다음과 같습니다:</p> +<pre><code class="language-text"> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 5 | 5 | + +--|------+--------+----------+ + | + | + v + +---+---+---+---+---+ +Heap: | H | e | l | l | o | + +---+---+---+---+---+ +</code></pre> +<p><code>&String</code>이 메모리에 어떻게 배치되는지도 <a href="../03_ticket_v1/10_references_in_memory.html">살펴보았습니다</a>:</p> +<pre><code class="language-text"> -------------------------------------- + | | ++----v----+--------+----------+ +----|----+ +| pointer | length | capacity | | pointer | +| | | 5 | 5 | | | ++----|----+--------+----------+ +---------+ + | s &s + | + v + +---+---+---+---+---+ + | H | e | l | l | o | + +---+---+---+---+---+ +</code></pre> +<p><code>&String</code>은 <code>String</code>의 메타데이터가 저장되는 메모리 위치를 가리킵니다.<br /> +포인터를 따라가면 힙에 할당된 데이터에 도달합니다. 정확히는, 문자열의 첫 번째 바이트 <code>H</code>에 도달합니다.</p> +<p><code>s</code>의 <strong>서브스트링</strong>을 나타내는 타입은 어떻게 표현할까요? 예: 'Hello'의 'ello'같이?</p> +<h2 id="문자열-슬라이스-1"><a class="header" href="#문자열-슬라이스-1">문자열 슬라이스</a></h2> +<p><code>&str</code>은 문자열에 대한 <strong>뷰</strong>, 다른 곳에 저장된 UTF-8 바이트 시퀀스에 대한 <strong>참조</strong>입니다. 예를 들어 다음과 같이 <code>String</code>에서 <code>&str</code>을 만들 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut s = String::with_capacity(5); +s.push_str("Hello"); +// `String`에서 문자열 슬라이스 참조를 생성하고 첫 번째 바이트를 건너뜁니다. +let slice: &str = &s[1..]; +<span class="boring">}</span></code></pre></pre> +<p>메모리에서는 다음과 같습니다:</p> +<pre><code class="language-text"> s slice + +---------+--------+----------+ +---------+--------+ +Stack | pointer | length | capacity | | pointer | length | + | | | 5 | 5 | | | | 4 | + +----|----+--------+----------+ +----|----+--------+ + | s | + | | + v | + +---+---+---+---+---+ | +Heap: | H | e | l | l | o | | + +---+---+---+---+---+ | + ^ | + | | + +--------------------------------+ +</code></pre> +<p><code>slice</code>는 스택에 두 가지 정보를 저장합니다:</p> +<ul> +<li>슬라이스의 첫 번째 바이트에 대한 포인터.</li> +<li>슬라이스의 길이.</li> +</ul> +<p><code>slice</code>는 데이터를 소유하지 않고, 단순히 그 데이터를 가리킵니다: 이는 <code>String</code>의 힙에 할당된 데이터에 대한 <strong>참조</strong>입니다.<br /> +<code>slice</code>가 삭제될 때, 힙에 할당된 데이터는 삭제되지 않습니다. 왜냐하면 여전히 <code>s</code>에 의해 소유되고 있기 때문입니다. 그래서 <code>slice</code>에는 <code>capacity</code> 필드가 없습니다: 데이터를 소유하지 않기 때문에, 데이터가 할당된 공간의 양에 대해 알 필요가 없으며, 단지 참조하는 데이터만 알면 됩니다.</p> +<h2 id="str-vs-string"><a class="header" href="#str-vs-string"><code>&str</code> vs <code>&String</code></a></h2> +<p>경험상 텍스트 데이터에 대한 참조가 필요할 때는 <code>&String</code> 대신 <code>&str</code>을 사용하는 것이 좋습니다.<br /> +<code>&str</code>은 더 유연하고 일반적으로 Rust에서 더 관용적입니다.</p> +<p>메서드가 <code>&String</code>을 반환하면, 힙에 할당된 UTF-8 텍스트가 있으며, 해당 텍스트가 반환되는 참조와 <strong>정확히 일치</strong>한다는 것을 의미합니다. 반면에 메서드가 <code>&str</code>을 반환하면, 훨씬 더 많은 자유를 가지게 됩니다: <em>어딘가에</em> 텍스트 데이터가 있으며, 그 일부가 필요한 것과 일치한다는 것만을 말하는 것이므로 그 부분에 대한 참조를 반환하는 것입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/06_str_slice"><code>04_traits/06_str_slice</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/05_trait_bounds.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/07_deref.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/05_trait_bounds.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/07_deref.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/04_traits/07_deref.html b/ko/04_traits/07_deref.html new file mode 100644 index 0000000000000000000000000000000000000000..1e4884da246c010084a6434bf55a1ef90a26e85f --- /dev/null +++ b/ko/04_traits/07_deref.html @@ -0,0 +1,301 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Deref 트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html" class="active"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="deref-트레잇"><a class="header" href="#deref-트레잇"><code>Deref</code> 트레잇</a></h1> +<p>이전 예제에서는 많은 일을 할 필요가 없었습니다. 그렇죠?</p> +<p>이것을</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn title(&self) -> &String { + &self.title + } +} +<span class="boring">}</span></code></pre></pre> +<p>이렇게</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn title(&self) -> &str { + &self.title + } +} +<span class="boring">}</span></code></pre></pre> +<p>바꾸는 것이 코드를 컴파일하고 테스트를 통과하기 위해 해야 할 일의 전부였습니다. 하지만 머리에 번뜩 떠오르는 것이 있어야 합니다.</p> +<h2 id="작동하면-안-되지만-작동합니다"><a class="header" href="#작동하면-안-되지만-작동합니다">작동하면 안 되지만 작동합니다</a></h2> +<p>다음을 확인해봅시다:</p> +<ul> +<li><code>self.title</code>은 <code>String</code>입니다</li> +<li>따라서 <code>&self.title</code>은 <code>&String</code>입니다</li> +<li>(수정된) <code>title</code> 메소드의 출력은 <code>&str</code>입니다</li> +</ul> +<p>컴파일러 오류가 발생해야할 것 같지 않나요? <code>Expected &String, found &str</code>같은 오류 말입니다. 근데 작동합니다. <strong>왜</strong>그럴까요?</p> +<h2 id="deref가-당신을-구원합니다"><a class="header" href="#deref가-당신을-구원합니다"><code>Deref</code>가 당신을 구원합니다</a></h2> +<p><code>Deref</code> 트레잇은 <a href="https://doc.rust-lang.org/std/ops/trait.Deref.html#deref-coercion"><strong>deref coercion</strong></a>라고 알려진 언어 기능 뒤에 있는 메커니즘입니다.<br /> +이 트레잇은 표준 라이브러리의 <code>std::ops</code> 모듈에 정의되어 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 지금은 정의를 약간 단순화했습니다. +// 나중에 전체 정의를 살펴보겠습니다. +pub trait Deref { + type Target; + + fn deref(&self) -> &Self::Target; +} +<span class="boring">}</span></code></pre></pre> +<p><code>type Target</code>은 <strong>연관된 타입</strong>입니다.<br /> +이는 트레잇이 구현될 때 지정되어야 하는 구체적인 타입에 대한 플레이스 홀더입니다.</p> +<h2 id="deref-coercion"><a class="header" href="#deref-coercion">Deref coercion</a></h2> +<p><code>T</code> 타입에 대해 <code>Deref<Target = U></code>를 구현하면 컴파일러에게 <code>&T</code>와 <code>&U</code>가 어느 정도 상호 교환 가능하다는 것을 알리게 됩니다.<br /> +특히 다음과 같은 동작이 발생합니다:</p> +<ul> +<li><code>T</code>에 대한 참조는 암시적으로 <code>U</code>에 대한 참조로 변환됩니다(즉: <code>&T</code>는 <code>&U</code>가 됩니다).</li> +<li><code>&self</code>를 입력으로 사용하는 <code>U</code>에 정의된 모든 메서드를 <code>&T</code>에서 호출할 수 있습니다.</li> +</ul> +<p>역참조 연산자 <code>*</code>에는 한 가지가 더 있지만 아직은 필요하지 않습니다(궁금하시면 <code>std</code> 문서를 참조하세요).</p> +<h2 id="string은-deref를-구현합니다"><a class="header" href="#string은-deref를-구현합니다"><code>String</code>은 <code>Deref</code>를 구현합니다</a></h2> +<p><code>String</code>은 <code>Target = str</code>을 사용하여 <code>Deref</code>를 구현합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Deref for String { + type Target = str; + + fn deref(&self) -> &str { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>이 구현과 Deref coercion 덕분에 <code>&String</code>은 필요할 때 자동으로 <code>&str</code>로 변환됩니다.</p> +<h2 id="deref-coercion을-남용하지-마세요"><a class="header" href="#deref-coercion을-남용하지-마세요">deref coercion을 남용하지 마세요</a></h2> +<p>Deref coercion은 강력한 기능이지만 혼란을 초래할 수 있습니다.<br /> +타입을 자동으로 변환하면 코드를 읽고 이해하기가 더 어려워질 수 있습니다. <code>T</code>와 <code>U</code>에 동일한 이름의 메소드가 정의된 경우 어느 메소드가 호출될까요?</p> +<p>Deref coercion에 대한 "가장 안전한" 사용 사례인 스마트 포인터에 대해 나중에 과정에서 살펴보겠습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/07_deref"><code>04_traits/07_deref</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/06_str_slice.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/08_sized.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/06_str_slice.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/08_sized.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html" class="active"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="sized"><a class="header" href="#sized"><code>Sized</code></a></h1> +<p>Deref coercion에 대해 알아본 후에도 <code>&str</code>에는 눈에 보이는 것보다 더 많은 것이 있습니다.<br /> +메모리 레이아웃에 대한 이전 논의에서 <code>&str</code>이 스택에서 단일 <code>usize</code>인 포인터로 표현될 것으로 예상하는 것이 합리적이었습니다. 하지만 그렇지 않습니다. <code>&str</code>은 포인터 옆에 일부 <strong>메타데이터</strong>, 즉 포인터가 가리키는 슬라이스의 길이를 저장합니다. 이전 섹션의 예로 돌아가면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut s = String::with_capacity(5); +s.push_str("Hello"); +// `String`에서 문자열 슬라이스 참조를 생성하고 첫 번째 바이트를 건너뜁니다. +let slice: &str = &s[1..]; +<span class="boring">}</span></code></pre></pre> +<p>메모리는 다음과 같습니다:</p> +<pre><code class="language-text"> s slice + +---------+--------+----------+ +---------+--------+ +Stack | pointer | length | capacity | | pointer | length | + | | | 5 | 5 | | | | 4 | + +----|----+--------+----------+ +----|----+--------+ + | s | + | | + v | + +---+---+---+---+---+ | +Heap: | H | e | l | l | o | | + +---+---+---+---+---+ | + ^ | + | | + +--------------------------------+ +</code></pre> +<p>무슨 일일까요?</p> +<h2 id="동적-크기-타입"><a class="header" href="#동적-크기-타입">동적 크기 타입</a></h2> +<p><code>str</code>은 <strong>동적 크기 타입</strong>(DST)입니다.<br /> +DST는 컴파일 타임에 크기를 알 수 없는 타입입니다. <code>&str</code>과 같은 DST에 대한 참조가 있을 때마다 참조가 가리키는 데이터에 대한 추가 정보를 포함해야 합니다. <strong>팻 포인터</strong>입니다.<br /> +<code>&str</code>의 경우 가리키는 슬라이스의 길이를 저장합니다. 뒤에서는 DST의 더 많은 예를 살펴보겠습니다.</p> +<h2 id="sized-트레잇"><a class="header" href="#sized-트레잇"><code>Sized</code> 트레잇</a></h2> +<p>Rust의 <code>std</code> 라이브러리는 <code>Sized</code>라는 트레잇을 정의합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Sized { + // 이것은 빈 특성이므로 구현할 메서드가 없습니다. +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일 타임에 크기가 알려지면 유형은 <code>Sized</code>입니다. 즉, DST가 아닙니다.</p> +<h3 id="marker-트레잇"><a class="header" href="#marker-트레잇">Marker 트레잇</a></h3> +<p><code>Sized</code>는 <strong>marker 트레잇</strong>의 첫 번째 예입니다.<br /> +marker 트레잇은 구현하는 데 메서드가 필요하지 않은 특성입니다. 어떤 행동도 정의하지 않습니다. 특정 속성이 있는 타입을 <strong>표시</strong>하는 역할만 합니다. 그런 다음 컴파일러는 표시를 활용하여 특정 동작이나 최적화를 활성화합니다.</p> +<h3 id="auto-트레잇"><a class="header" href="#auto-트레잇">Auto 트레잇</a></h3> +<p>사실, <code>Sized</code>도 <strong>auto 트레잇</strong>입니다.<br /> +명시적으로 구현할 필요가 없으며, 컴파일러가 타입의 정의를 기반으로 자동으로 구현해줍니다.</p> +<h3 id="예시"><a class="header" href="#예시">예시</a></h3> +<p>지금까지 우리가 본 모든 타입은 <code>Sized</code>입니다: <code>u32</code>, <code>String</code>, <code>bool</code> 등.</p> +<p>방금 본 것처럼 <code>str</code>은 <code>Sized</code>가 아닙니다.<br /> +하지만 <code>&str</code>은 <code>Sized</code>입니다! 우리는 컴파일 타임에 그 크기를 알고 있습니다. 두 개의 <code>usize</code>, 하나는 포인터용이고 다른 하나는 길이용입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/08_sized"><code>04_traits/08_sized</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/07_deref.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/09_from.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/07_deref.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/09_from.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/04_traits/09_from.html b/ko/04_traits/09_from.html new file mode 100644 index 0000000000000000000000000000000000000000..0dfa279b88ffd09bf74167ec17dfc6f92ef0f39b --- /dev/null +++ b/ko/04_traits/09_from.html @@ -0,0 +1,333 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>From 트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html" class="active"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="from과-into"><a class="header" href="#from과-into"><code>From</code>과 <code>Into</code></a></h1> +<p>문자열 여행이 시작된 곳으로 돌아가 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let ticket = Ticket::new("A title".into(), "A description".into(), "To-Do".into()); +<span class="boring">}</span></code></pre></pre> +<p>이제 우리는 <code>.into()</code>가 여기서 무엇을 하는지 이해할 만큼 충분히 알고 있습니다.</p> +<h2 id="문제"><a class="header" href="#문제">문제</a></h2> +<p>이것은 <code>new</code> 메서드의 시그니처입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn new(title: String, description: String, status: String) -> Self { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>문자열 리터럴(예: "A title")이 <code>&str</code> 타입이라는 것도 보았습니다. 여기서 타입 불일치가 발생합니다: <code>String</code>일것으로 예상하지만 우리는 <code>&str</code>을 가지고 있습니다. 이번에는 마법 같은 강제 변환이 우리를 구해주지 않을 것입니다; 우리는 직접 <strong>변환을 수행해야 합니다</strong>.</p> +<h2 id="from과-into-1"><a class="header" href="#from과-into-1"><code>From</code>과 <code>Into</code></a></h2> +<p>Rust 표준 라이브러리는 <code>std::convert</code> 모듈에서 <strong>무결한 변환</strong>에 대한 두 가지 트레잇, 즉 <code>From</code>과 <code>Into</code>를 정의합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait From<T>: Sized { + fn from(value: T) -> Self; +} + +pub trait Into<T>: Sized { + fn into(self) -> T; +} +<span class="boring">}</span></code></pre></pre> +<p>이러한 트레잇 정의는 이전에 보지 못한 몇 가지 개념인 <strong>슈퍼 트레잇</strong> 및 <strong>암시적 트레잇 바운드</strong>를 보여줍니다. 이것들을 먼저 살펴보겠습니다.</p> +<h3 id="슈퍼-트레잇--서브-트레잇"><a class="header" href="#슈퍼-트레잇--서브-트레잇">슈퍼 트레잇 / 서브 트레잇</a></h3> +<p><code>From: Sized</code> 구문은 <code>From</code>이 <code>Sized</code>의 <strong>서브 트레잇</strong>임을 의미합니다. <code>From</code>을 구현하는 모든 타입은 <code>Sized</code>도 구현해야 합니다. 또는 <code>Sized</code>가 <code>From</code>의 <strong>슈퍼 트레잇</strong>이라고 말할 수도 있습니다.</p> +<h3 id="암시적-트레잇-바운드"><a class="header" href="#암시적-트레잇-바운드">암시적 트레잇 바운드</a></h3> +<p>일반 타입 매개변수가 있을 때마다 컴파일러는 암시적으로 해당 매개변수가 <code>Sized</code>라고 가정합니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Foo<T> { + inner: T, +} +<span class="boring">}</span></code></pre></pre> +<p>실제로는 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Foo<T: Sized> +{ + inner: T, +} +<span class="boring">}</span></code></pre></pre> +<p><code>From<T></code>의 경우 트레잇 정의는 다음과 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait From<T: Sized>: Sized { + fn from(value: T) -> Self; +} +<span class="boring">}</span></code></pre></pre> +<p>즉, <code>T</code>와 <code>From<T></code>를 구현하는 유형은 <em>둘 다</em> <code>Sized</code>여야 합니다. 전자의 바운드가 암시적이라 할지라도 말이죠.</p> +<h3 id="네거티브-트레잇-바운드"><a class="header" href="#네거티브-트레잇-바운드">네거티브 트레잇 바운드</a></h3> +<p><strong>네거티브 트레잇 바운드</strong>를 사용하여 암시적 <code>Sized</code> 바운드를 제외할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Foo<T: ?Sized> { + // ^^^^^^^ + // 이게 네거티브 트레잇 바운드입니다 + inner: T, +} +<span class="boring">}</span></code></pre></pre> +<p>이 구문은 "<code>T</code>는 <code>Sized</code>일 수도 있고 아닐 수도 있음"으로 읽혀지며, 이를 통해 <code>T</code>를 DST(예: <code>Foo<str></code>)에 바인딩할 수 있습니다. 하지만 이것은 특별한 경우입니다. 네거티브 트레잇 바운드는 <code>Sized</code>에만 적용되며 다른 특성에는 사용할 수 없습니다.</p> +<h2 id="str을-string으로"><a class="header" href="#str을-string으로"><code>&str</code>을 <code>String</code>으로</a></h2> +<p><a href="https://doc.rust-lang.org/std/convert/trait.From.html#implementors"><code>std</code> 문서</a>에서 어떤 <code>std</code> 타입이 <code>From</code> 트레잇을 구현하는지 확인할 수 있습니다.<br /> +<code>String</code>은 <code>From<&str> for String</code>을 구현한다는 것을 알 수 있습니다. 따라서 우리는 다음과 같이 쓸 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let title = String::from("A title"); +<span class="boring">}</span></code></pre></pre> +<p>하지만 우리는 주로 <code>.into()</code>를 사용해 왔습니다.<br /> +<code>Into</code> 구현자를 확인해 보면 <code>Into<&str> for String</code>을 찾을 수 없습니다. 무슨 일일까요?</p> +<p><code>From</code>과 <code>Into</code>는 <strong>듀얼 트레잇</strong>입니다.<br /> +특히 <code>Into</code>는 <strong>블랭킷 구현</strong>을 사용하여 <code>From</code>을 구현하는 모든 타입에 대해 구현됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl<T, U> Into<U> for T +where + U: From<T>, +{ + fn into(self) -> U { + U::from(self) + } +} +<span class="boring">}</span></code></pre></pre> +<p>타입 <code>U</code>가 <code>From<T></code>를 구현하면, <code>Into<U> for T</code>는 자동으로 구현됩니다. 그래서 <code>let title = "A title".into();</code>와 같이 쓸 수 있는 것입니다.</p> +<h2 id="into"><a class="header" href="#into"><code>.into()</code></a></h2> +<p><code>.into()</code>를 볼 때마다 타입 간의 변환을 목격하고 있는 것입니다.<br /> +그런데 대상 타입은 무엇일까요?</p> +<p>대부분의 경우 대상 타입은 다음 중 하나입니다:</p> +<ul> +<li>함수/메서드의 시그니처로 지정된 것(예: 이전 예시의 <code>Ticket::new</code>)</li> +<li>변수 선언때 타입 어노테이션으로 명시된 것 (예:<code> let title: String = "A title".into();</code>)</li> +</ul> +<p><code>.into()</code>는 컴파일러가 모호함 없이 컨텍스트에서 대상 타입을 추론할 수 있다면 즉시 작동합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/09_from"><code>04_traits/09_from</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/08_sized.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/10_assoc_vs_generic.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/08_sized.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/10_assoc_vs_generic.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html" class="active"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="제네릭과-연관된-타입"><a class="header" href="#제네릭과-연관된-타입">제네릭과 연관된 타입</a></h1> +<p>지금까지 공부한 두 가지 트레잇인 <code>From</code>과 <code>Deref</code>에 대한 정의를 다시 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait From<T> { + fn from(value: T) -> Self; +} + +pub trait Deref { + type Target; + + fn deref(&self) -> &Self::Target; +} +<span class="boring">}</span></code></pre></pre> +<p>둘 다 기능 유형 매개변수입니다.<br /> +<code>From</code>의 경우에는 제네릭 매개변수인 <code>T</code>입니다.<br /> +<code>Deref</code>의 경우 연관된 타입인 <code>Target</code>입니다.</p> +<p>뭐가 다를까요? 왜 두 개를 구분해서 쓸까요?</p> +<h2 id="최대-1개의-구현"><a class="header" href="#최대-1개의-구현">최대 1개의 구현</a></h2> +<p>Deref coercion가 작동하는 방식으로 인해 특정 타입에 대해 하나의 "대상" 타입만 존재해야합니다. 예: <code>String</code>은 <code>str</code>로만 역참조될 수 있습니다. 모호함을 피하기 위함입니다. 한 타입에 대해 <code>Deref</code>를 여러 번 구현할 수 있다면 <code>&self</code> 메서드를 호출할 때 컴파일러가 어떤 <code>Target</code> 타입을 선택해야 할까요?</p> +<p>이것이 <code>Deref</code>가 연관 타입인 <code>Target</code>을 사용하는 이유입니다.<br /> +연관 타입은 <strong>특성 구현에 의해</strong> 고유하게 결정됩니다. <code>Deref</code>를 두 번 이상 구현할 수 없기 때문에 주어진 타입에 대해 하나의 <code>Target</code>만 지정할 수 있으며 모호성은 없습니다.</p> +<h2 id="제네릭-트레잇"><a class="header" href="#제네릭-트레잇">제네릭 트레잇</a></h2> +<p>반면에 <strong>입력 타입 <code>T</code>가 다른 한</strong> 한 타입에 대해 <code>From</code>을 여러 번 구현할 수 있습니다. 예를 들어 <code>u32</code>와 <code>u16</code>을 모두 입력 타입으로 사용하여 <code>WrappingU32</code>에 대해 <code>From</code>을 구현할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl From<u32> for WrappingU32 { + fn from(value: u32) -> Self { + WrappingU32 { inner: value } + } +} + +impl From<u16> for WrappingU32 { + fn from(value: u16) -> Self { + WrappingU32 { inner: value.into() } + } +} +<span class="boring">}</span></code></pre></pre> +<p>이는 <code>From<u16></code>과 <code>From<u32></code>가 <strong>다른 트레잇</strong>으로 간주되기 때문에 작동합니다.<br /> +모호성은 없습니다. 컴파일러는 변환되는 값의 타입에 따라 사용할 구현을 결정할 수 있습니다.</p> +<h2 id="사례-연구-add"><a class="header" href="#사례-연구-add">사례 연구: <code>Add</code></a></h2> +<p>마지막 예로, 표준 라이브러리의 <code>Add</code> 트레잇을 생각해봅시다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Add<RHS = Self> { + type Output; + + fn add(self, rhs: RHS) -> Self::Output; +} +<span class="boring">}</span></code></pre></pre> +<p>두 가지 메커니즘을 모두 사용합니다:</p> +<ul> +<li>여기에는 <code>RHS</code>(오른쪽)라는 제네릭 매개변수가 있으며 기본값은 <code>Self</code>입니다</li> +<li>여기에는 덧셈의 결과 타입인 <code>Output</code>이라는 연관 타입이 있습니다</li> +</ul> +<h3 id="rhs"><a class="header" href="#rhs"><code>RHS</code></a></h3> +<p><code>RHS</code>는 다양한 타입을 함께 더할 수 있는 제네릭 매개변수입니다.<br /> +예를 들어 표준 라이브러리에서 다음 두 가지 구현을 찾을 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Add<u32> for u32 { + type Output = u32; + + fn add(self, rhs: u32) -> u32 { + // ^^^ + // 대신 `Self::Output`으로 쓸 수도 있습니다. + // 여기에 지정한 타입이 + // 바로 위의 `Output`에 할당한 + // 타입과 일치하는 한 컴파일러는 상관하지 않습니다. + // [...] + } +} + +impl Add<&u32> for u32 { + type Output = u32; + + fn add(self, rhs: &u32) -> u32 { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>이를 통해 다음 코드를 컴파일할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 5u32 + &5u32 + 6u32; +<span class="boring">}</span></code></pre></pre> +<p>왜냐하면 <code>u32</code>는 <code>Add<u32></code> <em>뿐만 아니라</em> <code>Add<&u32></code>도 구현하기 때문입니다.</p> +<h3 id="output"><a class="header" href="#output"><code>Output</code></a></h3> +<p>'Output'은 덧셈 결과의 타입을 나타냅니다.</p> +<p>애초에 <code>Output</code>이 필요한 이유는 무엇입니까? <code>Self</code>를 아웃풋으로 <code>Add</code>를 구현하는 타입으로 사용할 수는 없나요? 할 수는 있지만 트레잇의 유연성이 제한됩니다. 예를 들어 표준 라이브러리에서는 다음과 같은 구현을 찾을 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Add<&u32> for &u32 { + type Output = u32; + + fn add(self, rhs: &u32) -> u32 { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>트레잇을 구현하는 타입은 <code>&u32</code>이지만 덧셈 결과는 <code>u32</code>입니다.<br /> +<code>add</code>가 <code>Self</code>를 반환해야 한다면(예: 이 경우 <code>&u32</code>) 이 구현을 제공하는 것은 불가능<sup class="footnote-reference"><a href="#flexible">1</a></sup>합니다. <code>Output</code>을 사용하면 <code>std</code>가 구현자를 반환 타입에서 분리하여 이 케이스를 지원합니다.</p> +<p>반면에 <code>Output</code>은 제네릭 매개변수가 될 수 없습니다. 연산의 출력 타입은 피연산자의 타입을 알고 나면 <strong>반드시</strong> 고유하게 결정되어야 합니다. 이것이 연관 타입인 이유입니다. 구현자와 제네릭 매개변수의 특정 조합에 대해 <code>Output</code> 타입은 하나만 존재합니다.</p> +<h2 id="결론"><a class="header" href="#결론">결론</a></h2> +<p>요약하자면:</p> +<ul> +<li>특정 트레잇 구현에 대해 타입을 고유하게 결정해야 하는 경우 <strong>연관 타입</strong>을 사용하세요.</li> +<li>다양한 입력 타입을 사용하여 동일한 타입에 대한 트레잇의 여러 구현을 허용하려면 <strong>제네릭 매개변수</strong>를 사용하세요.</li> +</ul> +<div class="footnote-definition" id="flexible"><sup class="footnote-definition-label">1</sup> +<p>유연성이 공짜인 경우는 거의 없습니다. 트레잇 정의는 'Output'으로 인해 더 복잡하며 구현자는 반환하려는 항목에 대해 추론해야 합니다. 유연성이 실제로 필요한 경우에만 절충이 정당화됩니다. 자신만의 트레잇을 디자인할 때 이 점을 명심하세요.</p> +</div> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/10_assoc_vs_generic"><code>04_traits/10_assoc_vs_generic</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/09_from.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/11_clone.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/09_from.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/11_clone.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/04_traits/11_clone.html b/ko/04_traits/11_clone.html new file mode 100644 index 0000000000000000000000000000000000000000..f516f1aacc49f93c4716a5a7f7450038fc894e04 --- /dev/null +++ b/ko/04_traits/11_clone.html @@ -0,0 +1,316 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Clone 트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html" class="active"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="값-복사-pt-1"><a class="header" href="#값-복사-pt-1">값 복사, pt. 1</a></h1> +<p>이전 장에서는 소유권과 차용에 대해 소개했습니다.<br /> +우리는 특히 다음과 같이 말했습니다:</p> +<ul> +<li>Rust의 모든 값은 언제든지 단일 소유자를 갖습니다.</li> +<li>함수가 값의 소유권을 가져오면("사용함") 호출자는 더 이상 해당 값을 사용할 수 없습니다.</li> +</ul> +<p>이러한 제한은 다소 제한적일 수 있습니다.<br /> +때로는 값의 소유권을 갖는 함수를 호출해야 할 수도 있지만 나중에 그 값을 사용해야 하는 경우도 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn consumer(s: String) { /* */ } + +fn example() { + let mut s = String::from("hello"); + consumer(s); + s.push_str(", world!"); // 오류: 소유권 이전 후 빌린 값 +} +<span class="boring">}</span></code></pre></pre> +<p>이곳이 바로 <code>Clone</code>이 필요한 곳입니다.</p> +<h2 id="clone"><a class="header" href="#clone"><code>Clone</code></a></h2> +<p><code>Clone</code>은 Rust의 표준 라이브러리에 정의된 트레잇입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Clone { + fn clone(&self) -> Self; +} +<span class="boring">}</span></code></pre></pre> +<p>해당 메서드 <code>clone</code>은 <code>self</code>에 대한 참조를 가져와 동일한 타입의 새로운 <strong>소유</strong> 인스턴스를 반환합니다.</p> +<h2 id="사용-사례"><a class="header" href="#사용-사례">사용 사례</a></h2> +<p>위의 예시로 돌아가서, <code>consumer</code>를 호출하기 전에 <code>clone</code>을 사용하여 새로운 <code>String</code> 인스턴스를 생성할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn consumer(s: String) { /* */ } + +fn example() { + let mut s = String::from("hello"); + let t = s.clone(); + consumer(t); + s.push_str(", world!"); // 오류 없음 +} +<span class="boring">}</span></code></pre></pre> +<p><code>s</code>의 소유권을 <code>consumer</code>에 부여하는 대신, 새로운 <code>String</code>을 생성하고(<code>s</code>를 복제하여) 이를 대신 <code>consumer</code>에 제공합니다.<br /> +<code>s</code>는 <code>consumer</code>를 호출한 후에도 유효하고 사용 가능한 상태로 유지됩니다.</p> +<h2 id="메모리에서는"><a class="header" href="#메모리에서는">메모리에서는</a></h2> +<p>위 예제에서 메모리에서 무슨 일이 일어났는지 살펴봅시다. <code>let mut s: String::from("hello");</code>가 실행되면, 메모리는 다음과 같습니다:</p> +<pre><code class="language-text"> s + +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 5 | 5 | + +--|------+--------+----------+ + | + | + v + +---+---+---+---+---+ +Heap: | H | e | l | l | o | + +---+---+---+---+---+ +</code></pre> +<p><code>let t = s.clone()</code>이 실행되면 데이터 복사본을 저장하기 위해 완전히 새로운 영역이 힙에 할당됩니다:</p> +<pre><code class="language-text"> s t + +---------+--------+----------+ +---------+--------+----------+ +Stack | pointer | length | capacity | | pointer | length | capacity | + | | | 5 | 5 | | | | 5 | 5 | + +--|------+--------+----------+ +--|------+--------+----------+ + | | + | | + v v + +---+---+---+---+---+ +---+---+---+---+---+ +Heap: | H | e | l | l | o | | H | e | l | l | o | + +---+---+---+---+---+ +---+---+---+---+---+ +</code></pre> +<p>Java와 같은 언어를 사용하는 경우 <code>clone</code>을 객체의 전체 복사본을 만드는 방법으로 생각할 수 있습니다.</p> +<h2 id="clone-구현"><a class="header" href="#clone-구현"><code>Clone</code> 구현</a></h2> +<p><code>Clone</code> 타입을 가능하게 만들려면 <code>Clone</code> 트레잇을 구현해야 합니다.<br /> +거의 항상 <code>Clone</code>은 파생 매크로로 구현합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(Clone)] +struct MyType { + // 필드 +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 예상대로 <code>MyType</code>에 대해 <code>Clone</code>을 구현합니다. 즉, <code>MyType</code>의 각 필드를 개별적으로 복제한 다음 복제된 필드를 사용하여 새로운 <code>MyType</code> 인스턴스를 구성합니다.<br /> +<code>cargo expand</code>(또는 IDE)를 사용하여 <code>파생</code> 매크로에 의해 생성된 코드를 탐색할 수 있다는 점을 기억하세요.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/11_clone"><code>04_traits/11_clone</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/10_assoc_vs_generic.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/12_copy.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/10_assoc_vs_generic.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/12_copy.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html" class="active"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="값-복사-pt-2"><a class="header" href="#값-복사-pt-2">값 복사, pt. 2</a></h1> +<p>이전과 동일한 예를 약간 변형하여 살펴보겠습니다. 타입으로 <code>String</code> 대신 <code>u32</code>를 사용하는 것입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn consumer(s: u32) { /* */ } + +fn example() { + let s: u32 = 5; + consumer(s); + let t = s + 1; +} +<span class="boring">}</span></code></pre></pre> +<p>오류 없이 컴파일됩니다! 여기서 무슨 일이 일어나고 있는 걸까요? <code>.clone()</code> 없이도 작동하도록 하는 <code>String</code>과 <code>u32</code>의 차이점은 무엇일까요?</p> +<h2 id="copy"><a class="header" href="#copy"><code>Copy</code></a></h2> +<p><code>Copy</code>는 Rust의 표준 라이브러리에 정의된 또 다른 트레잇입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Copy: Clone { } +<span class="boring">}</span></code></pre></pre> +<p>이는 <code>Sized</code>와 마찬가지로 마커 트레잇입니다.</p> +<p>타입이 <code>Copy</code>를 구현하는 경우 해당 타입의 새 인스턴스를 생성하기 위해 <code>.clone()</code>을 호출할 필요가 없습니다. Rust가 이를 <strong>암시적으로</strong> 수행합니다.<br /> +<code>u32</code>는 <code>Copy</code>를 구현하는 타입의 예입니다. 이것이 위의 예가 오류 없이 컴파일되는 이유입니다. <code>consumer(s)</code>가 호출되면 Rust가 <code>s</code>를 <strong>비트 단위 복사</strong>해 새로운 <code>u32</code> 인스턴스를 생성합니다. 그리고 그 새 인스턴스를 <code>consumer</code>에 전달합니다. 이 모든 일은 사용자가 아무것도 하지 않아도 이루어집니다.</p> +<h2 id="copy란-무엇일까요"><a class="header" href="#copy란-무엇일까요"><code>Copy</code>란 무엇일까요?</a></h2> +<p><code>Copy</code>는 "자동 복제"를 의미하지만 "자동 복제"와 동일하지 않습니다.<br /> +<code>Copy</code> 구현을 허용하려면 타입이 몇 가지 요구 사항을 충족해야 합니다.</p> +<p>우선 <code>Copy</code>는 <code>Clone</code>의 하위 특성이므로 <code>Clone</code>을 구현해야 합니다. 이는 말이 됩니다: Rust가 <em>암시적으로</em> 타입의 새 인스턴스를 생성할 수 있다면 <code>.clone()</code>을 호출하여 <em>명시적으로</em> 새 인스턴스를 생성할 수도 있어야 합니다.</p> +<p>하지만 그게 전부는 아닙니다. 몇 가지 조건이 더 충족되어야 합니다:</p> +<ol> +<li>타입이 메모리에서 차지하는 <code>std::mem::size_of</code> 바이트를 초과하는 <em>추가</em> 리소스(예: 힙 메모리, 파일 핸들 등)를 관리하지 않아야합니다.</li> +<li>타입이 변경 가능한 참조(<code>&mut T</code>)가 아니어야합니다.</li> +</ol> +<p>두 조건이 모두 충족되면 Rust는 원래 인스턴스의 <strong>비트 복사</strong>를 수행하여 해당 타입의 새 인스턴스를 안전하게 생성할 수 있습니다. 이는 C 표준 라이브러리의 <code>memcpy</code> 작업이라고도 합니다. 비트 단위 복사를 수행합니다.</p> +<h3 id="사례-연구-1-string"><a class="header" href="#사례-연구-1-string">사례 연구 1: <code>String</code></a></h3> +<p><code>String</code>은 <code>Copy</code>를 구현하지 않는 타입입니다.<br /> +왜일까요? 추가 리소스, 즉 문자열의 데이터를 저장하는 힙 할당 메모리 버퍼를 관리하기 때문입니다.</p> +<p>Rust가 <code>String</code>이 <code>Copy</code>를 구현하도록 허용했다고 상상해 봅시다.<br /> +그런 다음 원본 인스턴스의 비트 단위 복사를 수행하여 새 <code>String</code> 인스턴스가 생성되면 원본 인스턴스와 새 인스턴스 모두 동일한 메모리 버퍼를 가리킵니다:</p> +<pre><code class="language-text"> s copied_s ++---------+--------+----------+ +---------+--------+----------+ +| pointer | length | capacity | | pointer | length | capacity | +| | | 5 | 5 | | | | 5 | 5 | ++--|------+--------+----------+ +--|------+--------+----------+ + | | + | | + v | + +---+---+---+---+---+ | + | H | e | l | l | o | | + +---+---+---+---+---+ | + ^ | + | | + +------------------------------------+ +</code></pre> +<p>이건 잘못되었습니다! 두 <code>String</code> 인스턴스 모두 스코프를 벗어날 때 메모리 버퍼를 해제하려고 시도하여 더블 프리 오류가 발생합니다. 또한 동일한 메모리 버퍼를 가리키는 두 개의 서로 다른 <code>&mut String</code> 참조를 생성하여 Rust의 차용 규칙을 위반할 수도 있습니다.</p> +<h3 id="사례-연구-2-u32"><a class="header" href="#사례-연구-2-u32">사례 연구 2: <code>u32</code></a></h3> +<p><code>u32</code>는 <code>Copy</code>를 구현합니다. 실제로 모든 정수 타입이 그렇습니다.<br /> +정수는 메모리의 숫자를 나타내는 "그냥" 바이트입니다. 그게 전부입니다! 해당 바이트를 복사하면 완벽하게 유효한 또 다른 정수 인스턴스를 얻게 됩니다. 나쁜 일은 일어날 수 없으므로 Rust는 그것을 허용합니다.</p> +<h3 id="사례-연구-3-mut-u32"><a class="header" href="#사례-연구-3-mut-u32">사례 연구 3: <code>&mut u32</code></a></h3> +<p>소유권과 변경 가능한 차용을 소개할 때 우리는 한 가지 규칙을 아주 명확하게 명시했습니다. 즉, 주어진 시간에 값의 변경 가능한 차용은 _하나_만 있을 수 있다는 것입니다.<br /> +이것이 <code>u32</code>가 <code>Copy</code>를 구현하더라도 <code>&mut u32</code>는 <code>Copy</code>를 구현하지 않는 이유입니다.</p> +<p><code>&mut u32</code>가 <code>Copy</code>를 구현한 경우 동일한 값에 대한 여러 개의 변경 가능한 참조를 생성하고 동시에 여러 위치에서 수정할 수 있습니다. 그것은 Rust의 차용 규칙을 위반하는 것입니다! 따라서 <code>&mut T</code>는 <code>T</code>가 무엇이든 관계없이 <code>Copy</code>를 구현하지 않습니다.</p> +<h2 id="copy-구현"><a class="header" href="#copy-구현"><code>Copy</code> 구현</a></h2> +<p>대부분의 경우 <code>Copy</code>를 수동으로 구현할 필요가 없습니다. 다음과 같이 파생시킬 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(Copy, Clone)] +struct MyStruct { + field: u32, +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/12_copy"><code>04_traits/12_copy</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/11_clone.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/13_drop.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/11_clone.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/13_drop.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/04_traits/13_drop.html b/ko/04_traits/13_drop.html new file mode 100644 index 0000000000000000000000000000000000000000..be9da046fc39e89497d6e9e9a59a78b956c95cc8 --- /dev/null +++ b/ko/04_traits/13_drop.html @@ -0,0 +1,271 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Drop 트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html" class="active"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="drop-트레잇"><a class="header" href="#drop-트레잇"><code>Drop</code> 트레잇</a></h1> +<p><a href="../03_ticket_v1/11_destructor.html">소멸자</a>를 소개했을 때 <code>drop</code> 함수에 대해 언급했습니다:</p> +<ol> +<li>해당 타입이 차지하는 메모리를 회수합니다(예: <code>std::mem::size_of</code> 바이트).</li> +<li>값이 관리할 수 있는 추가 리소스를 정리합니다(예: <code>String</code>의 힙 버퍼).</li> +</ol> +<p>Step 2.는 <code>Drop</code> 트레잇이 필요한 곳입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Drop { + fn drop(&mut self); +} +<span class="boring">}</span></code></pre></pre> +<p><code>Drop</code> 트레잇은 컴파일러가 자동으로 수행하는 것 이상으로 타입에 대한 <em>추가</em> 정리 논리를 정의하는 메커니즘입니다.<br /> +'drop' 메서드에 무엇을 넣었든 값이 스코프를 벗어나면 실행됩니다.</p> +<h2 id="drop과-copy"><a class="header" href="#drop과-copy"><code>Drop</code>과 <code>Copy</code></a></h2> +<p><code>Copy</code> 트레잇에 대해 이야기할 때, 메모리에서 차지하는 <code>std::mem::size_of</code> 바이트를 초과하는 추가 리소스를 관리하는 경우 타입은 <code>Copy</code>를 구현할 수 없다고 말했습니다.</p> +<p>타입이 추가 리소스를 관리하는지 여부를 컴파일러가 어떻게 알 수 있는지 궁금할 것입니다. 맞습니다: <code>Drop</code> 트레잇 구현입니다!<br /> +타입에 명시적인 <code>Drop</code> 구현이 있는 경우 컴파일러는 타입에 추가 리소스가 첨부되어 있다고 가정하고 <code>Copy</code> 구현을 허용하지 않습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이것은 단위 구조체, 즉 필드가 없는 구조체입니다. +#[derive(Clone, Copy)] +struct MyType; + +impl Drop for MyType { + fn drop(&mut self) { + // 여기서는 아무것도 할 필요가 없습니다. + // "빈" Drop 구현만 있으면 충분합니다. + } +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 다음 오류 메시지를 표시합니다:</p> +<pre><code class="language-text">error[E0184]: the trait `Copy` cannot be implemented for this type; the type has a destructor + --> src/lib.rs:2:17 + | +2 | #[derive(Clone, Copy)] + | ^^^^ `Copy` not allowed on types with destructors +</code></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/13_drop"><code>04_traits/13_drop</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/12_copy.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/14_outro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/12_copy.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../04_traits/14_outro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html" class="active"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="마무리"><a class="header" href="#마무리">마무리</a></h1> +<p>우리는 이번 장에서 꽤 많은 다른 트레잇들을 다루었습니다. 하지만 우리는 표면적인 부분만 살펴봤습니다! 기억할 것이 많다고 느껴질 수도 있지만 걱정하지 마십시오. Rust 코드를 작성할 때 이러한 트레잇을 아주 많이 접하게 되므로 곧 본능이 될 것입니다.</p> +<h2 id="생각-정리"><a class="header" href="#생각-정리">생각 정리</a></h2> +<p>트레잇은 강력하지만 남용하지 마십시오.<br /> +명심해야 할 몇 가지 지침:</p> +<ul> +<li>항상 단일 타입으로 호출되는 함수를 제네릭 함수로 만들지 마십시오. 코드베이스에 간접 참조가 도입되어 이해하고 유지 관리가 더 어려워집니다.</li> +<li>구현이 하나만 있는 경우 트레잇을 생성하지 마세요. 트레잇이 필요하지 않다는 신호입니다.</li> +<li>필요할 때마다 타입에 대한 표준 특성을 구현하십시오(<code>Debug</code>, <code>PartialEq</code> 등). 이는 타입을 더욱 관용적이고 작업하기 쉽게 만들어 표준 라이브러리 및 생태계 상자에서 제공하는 많은 기능을 사용할 수 있게 합니다.</li> +<li>외부 생태계의 기능이 필요한 경우 외부 크레이트의 트레잇을 구현하세요.</li> +<li>테스트에서 mock만을 위해 코드를 일반화하지 않도록 주의하세요. 이 접근 방식의 유지 관리 비용은 높을 수 있으므로 다른 테스트 전략을 사용하는 것이 더 나은 경우가 많습니다. 고충실도 테스트에 대한 자세한 내용은 <a href="https://github.com/mainmatter/rust-advanced-testing-workshop">testing masterclass</a>를 확인하세요.</li> +</ul> +<h2 id="지식-테스트"><a class="header" href="#지식-테스트">지식 테스트</a></h2> +<p>계속 진행하기 전에 마지막 예제을 통해 배운 내용을 통합해 보겠습니다. 이번에는 최소한의 지침만 제공됩니다. 예제 설명과 가이드할 테스트만 제공됩니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/14_outro"><code>04_traits/14_outro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/13_drop.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/00_intro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/13_drop.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/00_intro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/05_ticket_v2/00_intro.html b/ko/05_ticket_v2/00_intro.html new file mode 100644 index 0000000000000000000000000000000000000000..10b0a759fba45ddcc4489434add4509352701413 --- /dev/null +++ b/ko/05_ticket_v2/00_intro.html @@ -0,0 +1,244 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Ticket v2 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html" class="active"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="ticket-모델링-pt-2"><a class="header" href="#ticket-모델링-pt-2">Ticket 모델링, pt. 2</a></h1> +<p>이전 장에서 작업한 <code>Ticket</code> 구조체는 좋은 시작이지만 여전히 "나는 초보자 Rustacean입니다!"라고 티를 냅니다.</p> +<p>우리는 이 장에서 Rust 도메인 모델링 기술을 개선할 것입니다. 그 과정에서 몇 가지 개념을 더 소개해야 합니다:</p> +<ul> +<li>데이터 모델링을 위한 Rust의 가장 강력한 기능 중 하나인 <code>enum</code></li> +<li>Null 허용 값을 모델링하는 <code>Option</code> 타입</li> +<li>복구 가능한 오류를 모델링하기 위한 <code>Result</code> 타입</li> +<li>프린트용 <code>Debug</code> 및 <code>Display</code> 트레잇</li> +<li>오류 타입을 표시하는 <code>Error</code> 트레잇</li> +<li>오류가 있는 변환을 위한 <code>TryFrom</code>과 <code>TryInto</code> 트레잇</li> +<li>Rust의 패키지 시스템, 라이브러리가 무엇인지, 바이너리가 무엇인지, 외부 크레이트를 사용하는 방법을 설명합니다</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/00_intro"><code>05_ticket_v2/00_intro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../04_traits/14_outro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/01_enum.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../04_traits/14_outro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/01_enum.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/05_ticket_v2/01_enum.html b/ko/05_ticket_v2/01_enum.html new file mode 100644 index 0000000000000000000000000000000000000000..75d01ea248e970b2c50149d53476e738f41853b9 --- /dev/null +++ b/ko/05_ticket_v2/01_enum.html @@ -0,0 +1,264 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>열거형(Enums) - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html" class="active"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="열거"><a class="header" href="#열거">열거</a></h1> +<p><a href="../03_ticket_v1/02_validation.html">이전 장에서</a> 작성한 유효성 검사 로직에 따르면 티켓에는 <code>To-Do</code>, <code>InProgress</code>, <code>Done</code> 등 몇 가지 유효한 상태만 있습니다.<br /> +<code>Ticket</code> 구조체의 <code>status</code> 필드나 <code>new</code> 메소드의 <code>status</code> 매개변수 타입을 보면 이는 명확하지 않습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(Debug, PartialEq)] +pub struct Ticket { + title: String, + description: String, + status: String, +} + +impl Ticket { + pub fn new(title: String, description: String, status: String) -> Self { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>두 경우 모두 <code>status</code> 필드를 나타내기 위해 <code>String</code>을 사용하고 있습니다. <code>String</code>은 매우 일반적인 타입입니다. <code>status</code> 필드에 가능한 값이 제한되어 있다는 정보를 직관적으로 알려주지 않습니다. 더 나쁜 것은 <code>Ticket::new</code> 호출자는 자신이 제공한 상태가 유효한지 <strong>런타임</strong>에서만 알아낼 수 있다는 것입니다.</p> +<p><strong>열거</strong>를 사용하면 그보다 더 나은 작업을 수행할 수 있습니다.</p> +<h2 id="enum"><a class="header" href="#enum"><code>enum</code></a></h2> +<p>열거형은 <strong>variants</strong>이라고 불리는 고정된 값 집합을 가질 수 있는 타입입니다.<br /> +Rust에서는 <code>enum</code> 키워드를 사용하여 열거형을 정의합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Status { + ToDo, + InProgress, + Done, +} +<span class="boring">}</span></code></pre></pre> +<p><code>enum</code>은 <code>struct</code>와 마찬가지로 <strong>새로운 Rust 타입</strong>을 정의합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/01_enum"><code>05_ticket_v2/01_enum</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/00_intro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/02_match.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/00_intro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/02_match.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/05_ticket_v2/02_match.html b/ko/05_ticket_v2/02_match.html new file mode 100644 index 0000000000000000000000000000000000000000..cffd15c74ce880abc12b332549292f8c1b14abc5 --- /dev/null +++ b/ko/05_ticket_v2/02_match.html @@ -0,0 +1,285 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>분기: match - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html" class="active"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="match"><a class="header" href="#match"><code>match</code></a></h1> +<p>열거형을 사용하여 실제로 <strong>할 수 있는</strong> 작업이 무엇인지 궁금하실 것입니다.<br /> +가장 일반적인 작업은 <strong>match</strong>입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Status { + ToDo, + InProgress, + Done +} + +impl Status { + fn is_done(&self) -> bool { + match self { + Status::Done => true, + // `|` 연산자를 사용하면 여러 패턴을 일치시킬 수 있습니다. + // "`Status::ToDo` 또는 `Status::InProgress`"로 인식합니다. + Status::InProgress | Status::ToDo => false + } + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>match</code> 문은 러스트 값을 여러 패턴과 비교할 수 있는 구문입니다. 타입 수준에서 볼 때, 이는 if문으로 볼 수 있습니다. 만약 <code>status</code>가 <code>Done</code> 배리언트라면 첫 번째 블록을 실행하고, <code>InProgress</code> 또는 <code>ToDo</code> 배리언트라면 두 번째 블록을 실행합니다.</p> +<h2 id="철저함"><a class="header" href="#철저함">철저함</a></h2> +<p>여기에는 한 가지 중요한 세부 사항이 있습니다: <code>match</code>는 <strong>완전</strong>하다는 것입니다. 모든 열거형 배리언트를 처리해야 합니다.<br /> +배리언트 처리를 깜빡하면 Rust는 <strong>컴파일 타임</strong>에 오류로 인해 중지됩니다.</p> +<p>예: <code>ToDo</code> 배리언트를 처리하는 것을 깜빡한 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match self { + Status::Done => true, + Status::InProgress => false, +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 다음과 같이 불평할 것입니다:</p> +<pre><code class="language-text">error[E0004]: non-exhaustive patterns: `ToDo` not covered + --> src/main.rs:5:9 + | +5 | match status { + | ^^^^^^^^^^^^ pattern `ToDo` not covered +</code></pre> +<p>이건 큰일이에요!<br /> +코드베이스는 시간이 지남에 따라 발전합니다. <code>Blocked</code>같은 새로운 상태를 추가할 수도 있습니다. Rust 컴파일러는 새로운 배리언트에 대한 로직이 누락된 모든 <code>match</code> 문에 대해 오류를 내보냅니다. 이것이 바로 Rust 개발자들이 종종 "컴파일러 중심 리팩토링"을 칭찬하는 이유입니다. 컴파일러는 다음에 수행할 작업을 알려주고, 알려준 작업을 수행하기만 하면 됩니다.</p> +<h2 id="catch-all"><a class="header" href="#catch-all">Catch-all</a></h2> +<p>하나 이상의 배리언트에 관심이 없다면 <code>_</code> 패턴을 포괄적으로 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match status { + Status::Done => true, + _ => false +} +<span class="boring">}</span></code></pre></pre> +<p><code>_</code> 패턴은 이전 패턴과 일치하지 않는 모든 항목과 일치합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/02_match"><code>05_ticket_v2/02_match</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/01_enum.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/03_variants_with_data.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/01_enum.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/03_variants_with_data.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/05_ticket_v2/03_variants_with_data.html b/ko/05_ticket_v2/03_variants_with_data.html new file mode 100644 index 0000000000000000000000000000000000000000..e5558de1e2b61c8f130f8474de7890db973106ef --- /dev/null +++ b/ko/05_ticket_v2/03_variants_with_data.html @@ -0,0 +1,303 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>데이터를 가진 배리언트 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html" class="active"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="배리언트는-데이터를-가질-수-있습니다"><a class="header" href="#배리언트는-데이터를-가질-수-있습니다">배리언트는 데이터를 가질 수 있습니다</a></h1> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Status { + ToDo, + InProgress, + Done, +} +<span class="boring">}</span></code></pre></pre> +<p>우리의 <code>Status</code> 열거형은 일반적으로 <strong>C 스타일 열거형</strong>이라고 불리는 것입니다.<br /> +각 변형은 명명된 상수와 약간 유사한 간단한 레이블입니다. C, C++, Java, C#, Python 등과 같은 많은 프로그래밍 언어에서 이러한 종류의 열거형을 찾을 수 있습니다.</p> +<p>Rust 열거형은 더 나아갈 수 있습니다. <strong>각 배리언트에 데이터를 첨부</strong>할 수 있습니다.</p> +<h2 id="배리언트"><a class="header" href="#배리언트">배리언트</a></h2> +<p>현재 티켓 작업을 하고 있는 사람의 이름을 저장하고 싶다고 가정해 보겠습니다.<br /> +티켓이 진행 중인 경우에만 이 정보를 얻을 수 있습니다. 할 일 티켓이나 완료된 티켓에는 존재하지 않습니다. <code>InProgress</code> 배리언트에 <code>String</code> 필드를 연결하여 이를 모델링할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Status { + ToDo, + InProgress { + assigned_to: String, + }, + Done, +} +<span class="boring">}</span></code></pre></pre> +<p><code>InProgress</code>는 이제 <strong>구조체 유사 배리언트</strong>입니다.<br /> +실제로 구문은 구조체를 정의하는 데 사용한 구문을 사용합니다. 즉, 배리언트로 열거형 내부에 "인라인"되어 있을 뿐입니다.</p> +<h2 id="배리언트-데이터에-액세스"><a class="header" href="#배리언트-데이터에-액세스">배리언트 데이터에 액세스</a></h2> +<p><code>Status</code> 인스턴스의 <code>assigned_to</code>에 액세스하려고 하면,</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let status: Status = /* */; + +// 컴파일되지 않습니다 +println!("Assigned to: {}", status.assigned_to); +<span class="boring">}</span></code></pre></pre> +<p>컴파일러가 우리를 막을 것입니다:</p> +<pre><code class="language-text">error[E0609]: no field `assigned_to` on type `Status` + --> src/main.rs:5:40 + | +5 | println!("Assigned to: {}", status.assigned_to); + | ^^^^^^^^^^^ unknown field +</code></pre> +<p><code>assigned_to</code>는 <strong>특정 배리언트</strong>에 대한 것이므로 모든 <code>Status</code> 인스턴스에서 사용할 수는 없습니다.<br /> +<code>assigned_to</code>에 액세스하려면 <strong>패턴 매칭</strong>을 사용해야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match status { + Status::InProgress { assigned_to } => { + println!("Assigned to: {}", assigned_to); + }, + Status::ToDo | Status::Done => { + println!("Done"); + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="바인딩"><a class="header" href="#바인딩">바인딩</a></h2> +<p><code>Status::InProgress { assigned_to }</code>매치 패턴에서, <code>assigned_to</code>는 <strong>바인딩</strong>입니다.<br /> +우리는 <code>Status::InProgress</code> 배리언트를 <strong>구조 분해</strong>하고 <code>assigned_to</code> 필드를 <code>assigned_to</code>라는 새 변수에 바인딩합니다.<br /> +원한다면 필드를 다른 변수 이름에 바인딩할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match status { + Status::InProgress { assigned_to: person } => { + println!("Assigned to: {}", person); + }, + Status::ToDo | Status::Done => { + println!("Done"); + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/03_variants_with_data"><code>05_ticket_v2/03_variants_with_data</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/02_match.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/04_if_let.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/02_match.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/04_if_let.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html" class="active"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="간결한-분기"><a class="header" href="#간결한-분기">간결한 분기</a></h1> +<p>이전 예제에 대한 솔루션은 아마도 다음과 같을 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn assigned_to(&self) -> &str { + match &self.status { + Status::InProgress { assigned_to } => assigned_to, + Status::Done | Status::ToDo => { + panic!("`In-Progress` 티켓만 누군가에게 할당될 수 있습니다"), + } + } + } +} +<span class="boring">}</span></code></pre></pre> +<p>우린 <code>Status::InProgress</code> 배리언트에만 관심이 있습니다. 꼭 다른 모든 배리언트를 매칭해야할까요?</p> +<p>우리를 구원할 새로운 친구입니다!</p> +<h2 id="if-let"><a class="header" href="#if-let"><code>if let</code></a></h2> +<p><code>if let</code> 구조를 사용하면 다른 모든 배리언트를 처리할 필요 없이 열거형의 단일 배리언트를 매칭할 수 있습니다.</p> +<p><code>assigned_to</code> 메서드를 단순화하기 위해 <code>if let</code>을 사용하는 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn assigned_to(&self) -> &str { + if let Status::InProgress { assigned_to } = &self.status { + assigned_to + } else { + panic!("`In-Progress` 티켓만 누군가에게 할당될 수 있습니다"); + } + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="letelse"><a class="header" href="#letelse"><code>let/else</code></a></h2> +<p><code>else</code> 분기가 일찍 반환되도록 의도된 경우(패닉은 조기 반환으로 간주됩니다!) <code>let/else</code> 구문을 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn assigned_to(&self) -> &str { + let Status::InProgress { assigned_to } = &self.status else { + panic!("`In-Progress` 티켓만 누군가에게 할당될 수 있습니다"); + }; + assigned_to + } +} +<span class="boring">}</span></code></pre></pre> +<p>이를 통해 "오른쪽 드리프트"를 발생시키지 않고 구조 해제된 변수를 할당할 수 있습니다. 즉, 변수는 이전 코드와 동일한 들여쓰기 수준에서 할당됩니다.</p> +<h2 id="스타일"><a class="header" href="#스타일">스타일</a></h2> +<p><code>if let</code>과 <code>let/else</code>는 둘 다 관용적인 Rust 구문입니다.<br /> +코드의 가독성을 높이기 위해 적절하다고 생각되는 대로 사용하되, 너무 과도하게 사용하지 마세요. <code>match</code>는 항상 필요할 때 그 자리에 있으니까요.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/04_if_let"><code>05_ticket_v2/04_if_let</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/03_variants_with_data.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/05_nullability.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/03_variants_with_data.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/05_nullability.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html" class="active"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="null-가능성nullability"><a class="header" href="#null-가능성nullability">Null 가능성(Nullability)</a></h1> +<p><code>assigned</code> 메소드의 구현은 상당히 무뚝뚝합니다. to-do 상태의 티켓과 완료된 티켓에 대해 패닉하는 것은 이상적이지 않습니다.<br /> +<strong>Rust의 <code>Option</code> 타입</strong>을 사용하면 더 나은 결과를 얻을 수 있습니다.</p> +<h2 id="option"><a class="header" href="#option"><code>Option</code></a></h2> +<p><code>Option</code>은 <strong>nullable 값</strong>을 나타내는 Rust 타입입니다.<br /> +이것은 Rust의 표준 라이브러리에 정의된 열거형입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Option<T> { + Some(T), + None, +} +<span class="boring">}</span></code></pre></pre> +<p><code>Option</code>은 값이 존재할 수도 있고(<code>Some(T)</code>) 없을 수도 있다는(<code>None</code>) 아이디어를 인코딩합니다.<br /> +또한 <strong>두 경우를 모두 명시적으로 처리</strong>해야 합니다. Null 허용 값으로 작업하고 <code>None</code> 사례를 처리하는 것을 잊은 경우 컴파일러 오류가 발생합니다.<br /> +이는 <code>null</code> 확인을 잊어버려 런타임 오류를 유발할 수 있는 다른 언어의 "암시적" null 허용 여부에 비해 크게 개선된 것입니다.</p> +<h2 id="option의-정의"><a class="header" href="#option의-정의"><code>Option</code>의 정의</a></h2> +<p><code>Option</code>의 정의는 이전에 본 적이 없는 Rust 구성인 <strong>튜플 유사 배리언트</strong>를 사용합니다.</p> +<h3 id="튜플-유사-배리언트"><a class="header" href="#튜플-유사-배리언트">튜플 유사 배리언트</a></h3> +<p><code>Option</code>에는 <code>Some(T)</code>과 <code>None</code>이라는 두 가지 배리언트가 있습니다.<br /> +<code>Some</code>은 <strong>튜플 유사 배리언트</strong>입니다. 이는 <strong>이름이 지정되지 않은 필드</strong>를 가지는 배리언트입니다.</p> +<p>튜플형 배리언트는 저장할 단일 필드가 있을 때, 특히 <code>Option</code>과 같은 "래퍼" 타입에 자주 사용됩니다.</p> +<h3 id="튜플-유사-구조체"><a class="header" href="#튜플-유사-구조체">튜플 유사 구조체</a></h3> +<p>이는 열거형에만 국한되지 않습니다. 튜플 유사 구조체도 정의할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Point(i32, i32); +<span class="boring">}</span></code></pre></pre> +<p>그런 다음 위치 인덱스를 사용하여 <code>Point</code> 인스턴스의 두 필드에 액세스할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let point = Point(3, 4); +let x = point.0; +let y = point.1; +<span class="boring">}</span></code></pre></pre> +<h3 id="튜플"><a class="header" href="#튜플">튜플</a></h3> +<p>아직 튜플을 본 적이 없는데 뭔가가 튜플과 비슷하다고 말하는 것은 이상합니다!<br /> +튜플은 원시 Rust 타입의 또 다른 예입니다. (잠재적으로 다른) 타입을 사용하여 고정된 개수의 값을 그룹화합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 두 개의 값, 동일한 타입 +let first: (i32, i32) = (3, 4); +// 세 가지 값, 다른 타입 +let second: (i32, u32, u8) = (-42, 3, 8); +<span class="boring">}</span></code></pre></pre> +<p>문법은 간단합니다. 괄호 안에 값 타입을 쉼표로 구분하여 나열합니다. 점 표기법과 필드 인덱스를 사용하여 튜플의 필드에 액세스할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>assert_eq!(second.0, -42); +assert_eq!(second.1, 3); +assert_eq!(second.2, 8); +<span class="boring">}</span></code></pre></pre> +<p>튜플은 전용 구조체 타입을 정의할 필요가 없을 때 값을 그룹화하는 편리한 방법입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/05_nullability"><code>05_ticket_v2/05_nullability</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/04_if_let.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/06_fallibility.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/04_if_let.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/06_fallibility.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/05_ticket_v2/06_fallibility.html b/ko/05_ticket_v2/06_fallibility.html new file mode 100644 index 0000000000000000000000000000000000000000..f2a42e3ff58b9334ad78c8d56377ac2c1cf0389d --- /dev/null +++ b/ko/05_ticket_v2/06_fallibility.html @@ -0,0 +1,296 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>실패 가능성(Fallibility) - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html" class="active"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="실패-가능성fallibility"><a class="header" href="#실패-가능성fallibility">실패 가능성(Fallibility)</a></h1> +<p>이전 예제의 <code>Ticket::new</code> 함수를 다시 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn new(title: String, description: String, status: Status) -> Ticket { + if title.is_empty() { + panic!("Title cannot be empty"); + } + if title.len() > 50 { + panic!("Title cannot be longer than 50 bytes"); + } + if description.is_empty() { + panic!("Description cannot be empty"); + } + if description.len() > 500 { + panic!("Description cannot be longer than 500 bytes"); + } + + Ticket { + title, + description, + status, + } + } +} +<span class="boring">}</span></code></pre></pre> +<p>검사 중 하나가 실패하자마자 함수는 패닉 상태가 됩니다. 이는 호출자에게 <strong>오류를 처리</strong>할 기회를 주지 않기 때문에 이상적이지 않습니다.</p> +<p>이제 오류 처리를 위한 Rust의 주요 메커니즘인 <code>Result</code> 타입을 소개할 시간입니다.</p> +<h2 id="result-타입"><a class="header" href="#result-타입"><code>Result</code> 타입</a></h2> +<p><code>Result</code> 타입은 표준 라이브러리에 정의된 열거형입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Result<T, E> { + Ok(T), + Err(E), +} +<span class="boring">}</span></code></pre></pre> +<p>여기에는 두 가지 배리언트가 있습니다:</p> +<ul> +<li><code>Ok(T)</code>: 성공적인 작업을 나타냅니다. 연산의 결과인 <code>T</code>를 가집니다.</li> +<li><code>Err(E)</code>: 실패한 작업을 나타냅니다. 발생한 오류인 <code>E</code>를 가집니다.</li> +</ul> +<p><code>Ok</code>와 <code>Err</code>은 모두 일반적이므로 성공 및 오류 사례에 대해 고유한 타입을 지정할 수 있습니다.</p> +<h2 id="예외-없음"><a class="header" href="#예외-없음">예외 없음</a></h2> +<p>Rust에서 복구 가능한 오류는 <strong>값으로 표시</strong>됩니다.<br /> +이는 단지 타입의 인스턴스일 뿐이며 다른 값처럼 전달되고 조작됩니다. 이는 오류를 알리기 위해 <strong>예외</strong>를 사용하는 Python이나 C# 등의 다른 언어와는 상당한 차이가 있습니다.</p> +<p>예외는 추론하기 어려울 수 있는 별도의 제어 흐름 경로를 생성합니다.<br /> +함수의 시그니처만 보면 예외가 발생할 수 있는지 여부를 알 수 없습니다. 함수의 시그니처만 보면 <strong>어떤</strong> 예외 타입이 발생할 수 있는지 알 수 없습니다.<br /> +알아내려면 함수의 문서를 읽거나 구현을 살펴봐야 합니다.</p> +<p>예외 처리 로직은 지역성이 매우 낮습니다. 예외를 발생시키는 코드는 예외를 포착하는 코드에서 멀리 떨어져 있으며 둘 사이에는 직접적인 링크가 없습니다.</p> +<h2 id="오류-가능성은-타입-시스템에-인코딩되어-있습니다"><a class="header" href="#오류-가능성은-타입-시스템에-인코딩되어-있습니다">오류 가능성은 타입 시스템에 인코딩되어 있습니다</a></h2> +<p>Rust는 <code>Result</code>를 사용하여 <strong>함수 시그니처의 오류 가능성</strong>을 인코딩하도록 강제합니다.<br /> +함수가 실패할 수 있는 경우(그리고 호출자가 오류를 처리하도록 하려는 경우) <code>Result</code>를 반환해야 합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 시그니처만 봐도 이 함수가 실패할 수 있다는 것을 알 수 있습니다. +// `ParseIntError`를 확인해 어떤 종류의 실패가 예상되는지 알 수 있습니다. +fn parse_int(s: &str) -> Result<i32, ParseIntError> { + // ... +} +<span class="boring">}</span></code></pre></pre> +<p>이것이 <code>Result</code>의 가장 큰 장점입니다. 즉, 오류 가능성을 명시적으로 만들어줍니다.</p> +<p>하지만 패닉이 존재한다는 점을 명심하십시오. 다른 언어의 예외와 마찬가지로 타입 시스템으로 추적되지 않습니다. 그러나 <strong>복구할 수 없는 오류</strong>를 위한 것이므로 드물게 사용해야 합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/06_fallibility"><code>05_ticket_v2/06_fallibility</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/05_nullability.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/07_unwrap.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/05_nullability.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/07_unwrap.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html" class="active"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="언랩핑"><a class="header" href="#언랩핑">언랩핑</a></h1> +<p><code>Ticket::new</code>는 이제 유효하지 않은 입력에 패닉하는 대신 <code>Result</code>를 반환합니다.<br /> +이는 호출하는 입장에서 무엇을 의미할까요?</p> +<h2 id="실패는-암시적으로-무시될-수-없습니다"><a class="header" href="#실패는-암시적으로-무시될-수-없습니다">실패는 (암시적으로) 무시될 수 없습니다</a></h2> +<p>예외와 달리 Rust의 <code>Result</code>는 <strong>호출한 곳에서 오류를 처리</strong>하도록 강제합니다.<br /> +<code>Result</code>를 반환하는 함수를 호출하면 Rust는 에러 케이스를 암시적으로 무시하는 것을 허용하지 않습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn parse_int(s: &str) -> Result<i32, ParseIntError> { + // ... +} + +// 컴파일되지 않습니다. 에러 케이스를 처리하지 않았습니다. +// 성공 값을 "언랩"하거나 오류를 처리하려면 `match` 또는 `Result`에서 제공하는 +// 결합자 중 하나를 사용해야 합니다. +let number = parse_int("42") + 2; +<span class="boring">}</span></code></pre></pre> +<h2 id="result가-나왔습니다-이걸로-뭘-할-수-있을까요"><a class="header" href="#result가-나왔습니다-이걸로-뭘-할-수-있을까요"><code>Result</code>가 나왔습니다. 이걸로 뭘 할 수 있을까요?</a></h2> +<p><code>Result</code>를 반환하는 함수를 호출할 때 두 가지 주요 옵션이 있습니다:</p> +<ul> +<li> +<p>작업이 실패하면 패닉이 발생합니다. 이는 <code>unwrap</code> 또는 <code>expect</code> 메소드를 사용하여 수행됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `parse_int`가 `Err`을 반환하면 패닉이 발생합니다. +let number = parse_int("42").unwrap(); +// `expect`를 사용하면 사용자 정의 패닉 메시지를 지정할 수 있습니다. +let number = parse_int("42").expect("Failed to parse integer"); +<span class="boring">}</span></code></pre></pre> +</li> +<li> +<p>에러 케이스를 명시적으로 처리하려면 <code>match</code> 표현식을 사용하여 <code>Result</code>를 구조 해제하세요.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match parse_int("42") { + Ok(number) => println!("Parsed number: {}", number), + Err(err) => eprintln!("Error: {}", err), +} +<span class="boring">}</span></code></pre></pre> +</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/07_unwrap"><code>05_ticket_v2/07_unwrap</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/06_fallibility.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/08_error_enums.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/06_fallibility.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/08_error_enums.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html" class="active"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="error-열거형"><a class="header" href="#error-열거형">Error 열거형</a></h1> +<p>이전 예제에 대한 솔루션이 어색하게 느껴질 수 있습니다. 문자열 매칭은 이상적이지 않습니다!<br /> +동료가 <code>Ticket::new</code>에서 반환된 오류 메시지를 재작업할 수 있으며(예: 가독성을 높이기 위해) 갑자기 호출하는 코드가 중단될 수 있습니다.</p> +<p>당신은 이 문제를 해결하는 데 필요한 메커니즘을 이미 알고 있습니다: 열거형!</p> +<h2 id="오류-처리"><a class="header" href="#오류-처리">오류 처리</a></h2> +<p>발생한 특정 오류에 따라 호출자가 다르게 동작하도록 허용하려면 열거형을 사용하여 다양한 오류 사례를 나타낼 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 문자열에서 `u32`를 구문 분석할 때 발생할 수 있는 +// 다양한 에러 케이스를 나타내는 오류 열거형입니다. +enum U32ParseError { + NotANumber, + TooLarge, + Negative, +} +<span class="boring">}</span></code></pre></pre> +<p>오류 열거형을 사용하여 타입 시스템의 다양한 에러 케이스를 인코딩합니다. 이는 오류가 있는 함수 시그니처의 일부가 됩니다.<br /> +이렇게 하면 호출자가 <code>match</code> 표현식을 사용하여 다양한 에러 케이스에 대응할 수 있으므로 호출자의 오류 처리가 단순화됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match s.parse_u32() { + Ok(n) => n, + Err(U32ParseError::Negative) => 0, + Err(U32ParseError::TooLarge) => u32::MAX, + Err(U32ParseError::NotANumber) => { + panic!("Not a number: {}", s); + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/08_error_enums"><code>05_ticket_v2/08_error_enums</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/07_unwrap.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/09_error_trait.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/07_unwrap.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/09_error_trait.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/05_ticket_v2/09_error_trait.html b/ko/05_ticket_v2/09_error_trait.html new file mode 100644 index 0000000000000000000000000000000000000000..670d5ed88976d6449fabc7f602b2af4ac5c036dd --- /dev/null +++ b/ko/05_ticket_v2/09_error_trait.html @@ -0,0 +1,262 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Error 트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html" class="active"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="error-트레잇"><a class="header" href="#error-트레잇">Error 트레잇</a></h1> +<h2 id="오류-보고"><a class="header" href="#오류-보고">오류 보고</a></h2> +<p>이전 예제에서는 오류 메시지를 추출하고 이를 <code>panic!</code> 매크로에 전달하기 위해 <code>TitleError</code> 배리언트를 분해해야 했습니다.<br /> +이는 <strong>오류 보고</strong>의 (초보적인) 예입니다. 오류 타입을 사용자, 서비스 운영자 또는 개발자에게 표시될 수 있는 표현으로 변환합니다.</p> +<p>각 Rust 개발자가 자신만의 오류 보고 전략을 생각해내는 것은 실용적이지 않습니다. 이는 시간 낭비일 뿐 아니라 프로젝트 전반에 걸쳐 잘 구성되지 않을 것입니다. 이것이 Rust가 <code>std::error::Error</code> 트레잇을 제공하는 이유입니다.</p> +<h2 id="error-트레잇-1"><a class="header" href="#error-트레잇-1">'Error' 트레잇</a></h2> +<p><code>Result</code>의 <code>Err</code> 배리언트 타입에는 제한이 없지만 <code>Error</code> 트레잇을 구현하는 타입을 사용하는 것이 좋습니다. <code>Error</code>는 Rust의 오류 처리 이야기의 초석입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `Error` 트레잇의 정의를 약간 단순화했습니다 +pub trait Error: Debug + Display {} +<span class="boring">}</span></code></pre></pre> +<p><code>Sized</code> 트레잇에서 <code>:</code> 구문을 기억하실 수 있습니다. 이는 <strong>슈퍼 트레잇</strong>을 지정하는 데 사용됩니다. <code>Error</code>에는 <code>Debug</code>와 <code>Display</code>라는 두 가지 슈퍼 트레잇이 있습니다. 타입이 <code>Error</code>를 구현하려는 경우 <code>Debug</code> 및 <code>Display</code>도 구현해야 합니다.</p> +<h2 id="display와-debug"><a class="header" href="#display와-debug"><code>Display</code>와 <code>Debug</code></a></h2> +<p>우리는 이전 예제에서 이미 <code>Debug</code> 트레잇을 접했습니다. 이는 어설션이 실패할 때 비교하는 변수의 값을 표시하기 위해 <code>assert_eq!</code>에서 사용하는 트레잇입니다.</p> +<p>"메카니컬한" 관점에서 <code>Display</code>와 <code>Debug</code>는 동일합니다. 즉, 타입을 문자열과 같은 표현으로 변환하는 방법을 인코딩합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `Debug` +pub trait Debug { + fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>; +} + +// `Display` +pub trait Display { + fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>; +} +<span class="boring">}</span></code></pre></pre> +<p>차이점은 _목적_에 있습니다. <code>Display</code>는 "최종 사용자"를 위한 표현을 반환하는 반면, <code>Debug</code>는 개발자와 서비스 운영자에게 더 적합한 낮은 수준의 표현을 제공합니다.<br /> +이것이 바로 <code>Debug</code>가 <code>#[derive(Debug)]</code> 속성을 사용하여 자동으로 구현될 수 있는 반면, <code>Display</code>는 수동 구현이 <strong>필요</strong>한 이유입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/09_error_trait"><code>05_ticket_v2/09_error_trait</code></a>에 잇습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/08_error_enums.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/10_packages.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/08_error_enums.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/10_packages.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html" class="active"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="라이브러리와-바이너리"><a class="header" href="#라이브러리와-바이너리">라이브러리와 바이너리</a></h1> +<p><code>TicketNewError</code>에 대한 <code>Error</code> 트레잇을 구현하려면 약간의 코드가 필요하지 않습니까?<br /> +수동 <code>Display</code> 구현과 <code>Error</code> impl 블록.</p> +<p>사용자 정의 오류 타입 생성을 단순화하기 위해 <strong>절차적 매크로</strong>를 제공하는 Rust 크레이트인 <code>thiserror</code>를 사용하여 상용구 중 일부를 제거할 수 있습니다.<br /> +하지만 우리는 앞서 나가고 있습니다. <code>thiserror</code>는 서드파티 크레이트이며, 이것이 우리의 첫 번째 디펜던시가 될 것입니다!</p> +<p>디펜던시에 대해 자세히 알아보기 전에 한 걸음 물러나 Rust의 패키징 시스템에 대해 이야기해 보겠습니다.</p> +<h2 id="패키지란"><a class="header" href="#패키지란">패키지란?</a></h2> +<p>Rust 패키지는 <strong>매니페스트</strong>라고도 알려진 <code>Cargo.toml</code> 파일의 <code>[package]</code> 섹션에 의해 정의됩니다. <code>[package]</code> 내에서 이름이나 버전과 같은 패키지의 메타데이터를 설정할 수 있습니다.</p> +<p>이 섹션의 예제 디렉토리에 있는 <code>Cargo.toml</code> 파일을 확인해보세요!</p> +<h2 id="크레이트란"><a class="header" href="#크레이트란">크레이트란?</a></h2> +<p>패키지 내부에는 <strong>targets</strong>라고 하는 하나 이상의 <strong>크레이트</strong>가 있을 수 있습니다.<br /> +가장 일반적인 두 가지 크레이트 타입은 <strong>바이너리 크레이트</strong>와 <strong>라이브러리 크레이트</strong>입니다.</p> +<h3 id="바이너리"><a class="header" href="#바이너리">바이너리</a></h3> +<p>바이너리는 <strong>실행 파일</strong>로 컴파일될 수 있는 프로그램입니다.<br /> +여기에는 프로그램의 진입점인 <code>main</code>이라는 함수가 포함되어야 합니다. 프로그램이 실행될 때 <code>main</code>이 호출됩니다.</p> +<h3 id="라이브러리"><a class="header" href="#라이브러리">라이브러리</a></h3> +<p>반면에 라이브러리는 자체적으로 실행될 수 없습니다. 라이브러리를 _실행_할 수는 없지만 라이브러리에 의존하는 다른 패키지에서 _해당 코드_를 가져올 수 있습니다.<br /> +라이브러리는 다른 패키지에서 <strong>디펜던시</strong>으로 활용할 수 있는 코드(예: 함수, 타입 등)를 그룹화합니다.</p> +<p>지금까지 해결한 모든 연습 문제는 라이브러리로 구성되어 있으며 테스트 모음이 첨부되어 있습니다.</p> +<h3 id="컨벤션"><a class="header" href="#컨벤션">컨벤션</a></h3> +<p>Rust 패키지와 관련하여 염두에 두어야 할 몇 가지 규칙이 있습니다:</p> +<ul> +<li>패키지의 소스 코드는 일반적으로 <code>src</code> 디렉토리에 있습니다.</li> +<li><code>src/lib.rs</code> 파일이 있으면 <code>cargo</code>는 패키지에 라이브러리 크레이트가 포함되어 있다고 추론합니다.</li> +<li><code>src/main.rs</code> 파일이 있으면 <code>cargo</code>는 패키지에 바이너리 크레이트가 포함되어 있다고 추론합니다.</li> +</ul> +<p><code>Cargo.toml</code> 파일에서 대상을 명시적으로 선언하여 이러한 기본값을 재정의할 수 있습니다. 자세한 내용은 <a href="https://doc.rust-lang.org/cargo/reference/cargo-targets.html#cargo-targets"><code>cargo</code> 문서</a>를 참조하세요.</p> +<p>패키지에는 여러 크레이트가 포함될 수 있지만 라이브러리 크레이트는 하나만 포함될 수 있습니다.</p> +<h2 id="새-패키지-스캐폴딩하기"><a class="header" href="#새-패키지-스캐폴딩하기">새 패키지 스캐폴딩하기</a></h2> +<p>새로운 패키지를 생성하기 위해 <code>cargo</code>를 사용할 수 있습니다:</p> +<pre><code class="language-bash">cargo new my-binary +</code></pre> +<p>그러면 이름이 같은 새 Rust 패키지와 내부에 단일 바이너리 상자가 포함된 <code>my-binary</code>라는 새 폴더가 생성됩니다. 대신 라이브러리 크레이트를 생성하려면 <code>--lib</code> 플래그를 사용할 수 있습니다:</p> +<pre><code class="language-bash">cargo new my-library --lib +</code></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/10_packages"><code>05_ticket_v2/10_packages</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/09_error_trait.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/11_dependencies.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/09_error_trait.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/11_dependencies.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html" class="active"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="디펜던시"><a class="header" href="#디펜던시">디펜던시</a></h1> +<p>패키지는 <code>Cargo.toml</code> 파일의 <code>[dependencies]</code> 섹션에 나열하여 다른 패키지에 의존할 수 있습니다.<br /> +디펜던시를 지정하는 가장 일반적인 방법은 해당 이름과 버전을 제공하는 것입니다:</p> +<pre><code class="language-toml">[dependencies] +thiserror = "1" +</code></pre> +<p>이렇게 하면 <strong>최소</strong> 버전 <code>1.0.0</code>과 함께 <code>thiserror</code>가 패키지에 대한 디펜던시로 추가됩니다. <code>thiserror</code>는 Rust의 공식 패키지 레지스트리인 <a href="https://crates.io">crates.io</a>에서 가져옵니다. <code>cargo build</code>를 실행하면 <code>cargo</code>는 몇 가지 단계를 거칩니다:</p> +<ul> +<li>의존성 해결</li> +<li>디펜던시 다운로드</li> +<li>프로젝트 컴파일(자신의 코드와 디펜던시)</li> +</ul> +<p>프로젝트에 <code>Cargo.lock</code> 파일이 있고 매니페스트 파일이 변경되지 않은 경우 종속성 해결을 건너뜁니다. lockfile은 종속성 해결이 성공적으로 완료된 후 <code>cargo</code>에 의해 자동으로 생성됩니다. 여기에는 프로젝트에 사용된 모든 종속성의 정확한 버전이 포함되어 있으며 동일한 버전이 다양한 빌드(예: CI)에서 일관되게 사용되도록 하는 데 사용됩니다. . 여러 개발자와 함께 프로젝트를 진행하는 경우 <code>Cargo.lock</code> 파일을 버전 제어 시스템에 커밋해야 합니다.</p> +<p><code>cargo update</code>를 사용하여 <code>Cargo.lock</code> 파일을 모든 디펜던시의 최신(호환) 버전으로 업데이트할 수 있습니다.</p> +<h3 id="경로-디펜던시"><a class="header" href="#경로-디펜던시">경로 디펜던시</a></h3> +<p><strong>경로</strong>를 사용하여 디펜던시를 지정할 수도 있습니다. 이는 여러 로컬 패키지를 작업할 때 유용합니다.</p> +<pre><code class="language-toml">[dependencies] +my-library = { path = "../my-library" } +</code></pre> +<p>경로는 디펜던시를 선언하는 패키지의 <code>Cargo.toml</code> 파일의 상대경로입니다.</p> +<h3 id="기타-소스"><a class="header" href="#기타-소스">기타 소스</a></h3> +<p>종속성을 가져올 수 있는 위치와 이를 <code>Cargo.toml</code> 파일에 지정하는 방법에 대한 자세한 내용은 <a href="https://doc.rust-lang.org/cargo/reference/specifying-dependencies.html">Cargo 문서</a>를 확인하세요.</p> +<h2 id="개발용-디펜던시"><a class="header" href="#개발용-디펜던시">개발용 디펜던시</a></h2> +<p>개발에만 필요한 디펜던시을 지정할 수도 있습니다. 이것들은 <code>cargo test</code>를 실행할 때만 받아옵니다.<br /> +<code>Cargo.toml</code> 파일의 <code>[dev-dependents]</code> 섹션에 들어갑니다:</p> +<pre><code class="language-toml">[dev-dependencies] +static_assertions = "1.1.0" +</code></pre> +<p>우리는 테스트를 단축하기 위해 책 전반에 걸쳐 이들 중 몇 가지를 사용해 왔습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/11_dependencies"><code>05_ticket_v2/11_dependencies</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/10_packages.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/12_thiserror.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/10_packages.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/12_thiserror.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html" class="active"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="thiserror"><a class="header" href="#thiserror"><code>thiserror</code></a></h1> +<p>좀 빙 둘러왔어요, 그렇죠? 하지만 꼭 필요한 것이었어요!<br /> +이제 다시 원래대로 돌아가 보겠습니다: 커스텀 에러 타입과 <code>thiserror</code>.</p> +<h2 id="커스텀-에러-타입"><a class="header" href="#커스텀-에러-타입">커스텀 에러 타입</a></h2> +<p>우리는 커스텀 에러 타입에 대해 <code>Error</code> 트레잇을 "수동으로" 구현하는 방법을 살펴보았습니다.<br /> +코드베이스에 있는 대부분의 에러 타입에 대해 이 작업을 수행해야 한다고 상상해 보세요. 상용구가 너무 많죠, 그렇지않나요?</p> +<p>커스텀 에러 타입 생성을 단순화하기 위해 <strong>절차적 매크로</strong>를 제공하는 Rust 크레이트인 <code>thiserror</code>를 사용하여 상용구 중 일부를 제거할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(thiserror::Error, Debug)] +enum TicketNewError { + #[error("{0}")] + TitleError(String), + #[error("{0}")] + DescriptionError(String), +} +<span class="boring">}</span></code></pre></pre> +<h2 id="매크로를-직접-작성할-수-있습니다"><a class="header" href="#매크로를-직접-작성할-수-있습니다">매크로를 직접 작성할 수 있습니다</a></h2> +<p>지금까지 본 모든 <code>derive</code> 매크로는 Rust 표준 라이브러리에서 제공되었습니다.<br /> +<code>thiserror::Error</code>는 <strong>타사</strong> <code>derive</code> 매크로의 첫 번째 예입니다.</p> +<p><code>derive</code> 매크로는 컴파일 타임에 Rust 코드를 생성하는 방법인 <strong>절차적 매크로</strong>의 하위 집합입니다. 이 과정에서는 절차적 매크로를 작성하는 방법에 대해 자세히 설명하지 않지만 직접 작성할 수 있다는 점을 아는 것이 중요합니다!<br /> +좀 더 고급 Rust 코스에서 다뤄볼만한 주제입니다.</p> +<h2 id="커스텀-문법"><a class="header" href="#커스텀-문법">커스텀 문법</a></h2> +<p>각 절차적 매크로는 자체 문법을 정의할 수 있으며 이는 일반적으로 크레이트 문서에 설명되어 있습니다. <code>thiserror</code>의 경우 다음과 같습니다:</p> +<ul> +<li><code>#[derive(thiserror::Error)]</code>: 이것은 <code>thiserror</code>의 도움을 받아 사용자 정의 오류 유형에 대한 <code>Error</code> 트레잇을 파생시키는 구문입니다.</li> +<li><code>#[error("{0}")]</code>: 이는 커스텀 에러 타입의 각 배리언트에 대해 <code>Display</code> 구현을 정의하는 구문입니다. 오류가 표시되면 <code>{0}</code>은 배리언트(이 경우 <code>String</code>)의 0번째 필드로 대체됩니다.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/12_thiserror"><code>05_ticket_v2/12_thiserror</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/11_dependencies.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/13_try_from.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/11_dependencies.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/13_try_from.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html" class="active"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="tryfrom과-tryinto"><a class="header" href="#tryfrom과-tryinto"><code>TryFrom</code>과 <code>TryInto</code></a></h1> +<p>이전 장에서 우리는 <strong>무결한</strong> 타입 변환을 위한 Rust의 관용적 인터페이스인 <a href="../04_traits/09_from.html"><code>From</code>과 <code>Into</code> 트레잇</a>을 살펴보았습니다.<br /> +하지만 변환 성공이 보장되지 않으면 어떻게 될까요?</p> +<p>이제 우리는 <code>From</code>과 <code>Into</code>에 해당하는 <strong>오류가 있는</strong> 대응 요소인 <code>TryFrom</code>과 <code>TryInto</code>를 논의할 만큼 오류에 대해 충분히 알고 있습니다.</p> +<h2 id="tryfrom과-tryinto-1"><a class="header" href="#tryfrom과-tryinto-1"><code>TryFrom</code>과 <code>TryInto</code></a></h2> +<p><code>TryFrom</code>과 <code>TryInto</code>는 <code>From</code>과 <code>Into</code>처럼 <code>std::convert</code> 모듈에 정의됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait TryFrom<T>: Sized { + type Error; + fn try_from(value: T) -> Result<Self, Self::Error>; +} + +pub trait TryInto<T>: Sized { + type Error; + fn try_into(self) -> Result<T, Self::Error>; +} +<span class="boring">}</span></code></pre></pre> +<p><code>From</code>/<code>Into</code>와 <code>TryFrom</code>/<code>TryInto</code>의 주요 차이점은 후자가 <code>Result</code> 유형을 반환한다는 것입니다.<br /> +이렇게 하면 변환이 실패했을 때 패닉하는 대신 오류가 반환됩니다.</p> +<h2 id="selferror"><a class="header" href="#selferror"><code>Self::Error</code></a></h2> +<p><code>TryFrom</code>과 <code>TryInto</code> 모두 연관 <code>Error</code> 타입이 있습니다. 이를 통해 각 구현은 이상적으로는 시도 중인 변환에 가장 적합한 자체 에러 타입을 지정할 수 있습니다.</p> +<p><code>Self::Error</code>는 트레잇 자체에 정의된 <code>Error</code> 관련 타입을 참조하는 방법입니다.</p> +<h2 id="이중성"><a class="header" href="#이중성">이중성</a></h2> +<p><code>From</code> 및 <code>Into</code>와 마찬가지로 <code>TryFrom</code>과 <code>TryInto</code>는 이중 트레잇입니다.<br /> +타입에 대해 <code>TryFrom</code>을 구현하면 <code>TryInto</code>를 자동으로 얻을 수 있습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/13_try_from"><code>05_ticket_v2/13_try_from</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/12_thiserror.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/14_source.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/12_thiserror.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/14_source.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html" class="active"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="errorsource"><a class="header" href="#errorsource"><code>Error::source</code></a></h1> +<p><code>Error</code> 트레잇을 완전히 다루기 위해 이야기해야 할 것이 하나 더 있습니다: <code>source</code> 메서드입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이번에는 완전한 정의! +pub trait Error: Debug + Display { + fn source(&self) -> Option<&(dyn Error + 'static)> { + None + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>source</code> 메서드는 <strong>오류 원인</strong>(있는 경우)에 액세스하는 방법입니다.<br /> +오류는 흔히 연쇄적으로 발생합니다. 즉, 하나의 오류가 다른 오류의 원인이 된다는 의미입니다. 즉, 낮은 수준의 오류(예: 데이터베이스 호스트 이름을 확인할 수 없음)로 인해 발생한 높은 수준의 오류(예: 데이터베이스에 연결할 수 없음)가 발생한다는 것입니다. <code>source</code>메서드를 사용하면 로그에서 에러 컨텍스트를 캡처할 때 자주 사용되는 전체 에러 체인을 <code>탐색</code>할 수 있습니다.</p> +<h2 id="source-구현"><a class="header" href="#source-구현"><code>source</code> 구현</a></h2> +<p><code>Error</code> 트레잇은 항상 <code>None</code>(즉, 근본적인 원인이 없음)을 반환하는 기본 구현을 제공합니다. 그렇기 때문에 이전 연습에서는 <code>source</code>에 신경 쓸 필요가 없었습니다.<br /> +이 기본 구현을 재정의하여 에러 타입의 원인을 제공할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::error::Error; + +#[derive(Debug)] +struct DatabaseError { + source: std::io::Error +} + +impl std::fmt::Display for DatabaseError { + fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result { + write!(f, "Failed to connect to the database") + } +} + +impl std::error::Error for DatabaseError { + fn source(&self) -> Option<&(dyn Error + 'static)> { + Some(&self.source) + } +} +<span class="boring">}</span></code></pre></pre> +<p>이 예시에서 <code>DatabaseError</code>는 <code>std::io::Error</code>를 소스로 래핑합니다. 그런 다음 <code>source</code> 메서드를 재정의하여 호출 시 이 소스를 반환합니다.</p> +<h2 id="dyn-error--static"><a class="header" href="#dyn-error--static"><code>&(dyn Error + 'static)</code></a></h2> +<p>이 <code>&(dyn Error + 'static)</code> 타입은 무엇인가요?<br /> +한번 까봅시다:</p> +<ul> +<li><code>dyn Error</code>는 <strong>트레잇 개체</strong>입니다. 이는 <code>Error</code> 트레잇을 구현하는 모든 타입을 참조하는 방법입니다.</li> +<li><code>'static</code>은 특별한 <strong>수명 지정자</strong>입니다. <code>'static</code>은 참조가 "필요한 한", 즉 전체 프로그램 실행 동안 유효함을 의미합니다.</li> +</ul> +<p><code>&(dyn Error + 'static)</code>의 조합은 <code>Error</code> 트레잇을 구현하는 트레잇 개체에 대한 참조이며 전체 프로그램 실행동안에 유효합니다.</p> +<p>지금은 이러한 개념 중 하나에 대해 너무 걱정하지 마세요. 우리는 이후 장에서 이에 대해 더 자세히 다룰 것입니다.</p> +<h2 id="thiserror를-사용하여-source-구현"><a class="header" href="#thiserror를-사용하여-source-구현"><code>thiserror</code>를 사용하여 <code>source</code> 구현</a></h2> +<p><code>thiserror</code>는 에러 타입에 대해 <code>source</code>를 자동으로 구현하는 세 가지 방법을 제공합니다:</p> +<ul> +<li> +<p><code>source</code>라는 필드가 자동으로 에러 소스로 사용됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use thiserror::Error; + +#[derive(Error, Debug)] +pub enum MyError { + #[error("Failed to connect to the database")] + DatabaseError { + source: std::io::Error + } +} +<span class="boring">}</span></code></pre></pre> +</li> +<li> +<p><code>#[source]</code> 속성의 어노테이션이 달린 필드는 자동으로 오류 소스로 사용됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use thiserror::Error; + +#[derive(Error, Debug)] +pub enum MyError { + #[error("Failed to connect to the database")] + DatabaseError { + #[source] + inner: std::io::Error + } +} +<span class="boring">}</span></code></pre></pre> +</li> +<li> +<p><code>#[from]</code> 속성으로 주석이 달린 필드는 자동으로 오류의 소스로 사용됩니다 <strong>그리고</strong> <code>thiserror</code>는 어노테이션이 달린 타입을 에러 타입으로 변환하기 위해 자동으로 <code>From</code> 구현을 생성합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use thiserror::Error; + +#[derive(Error, Debug)] +pub enum MyError { + #[error("Failed to connect to the database")] + DatabaseError { + #[from] + inner: std::io::Error + } +} +<span class="boring">}</span></code></pre></pre> +</li> +</ul> +<h2 id="-연산자"><a class="header" href="#-연산자"><code>?</code> 연산자</a></h2> +<p><code>?</code> 연산자는 오류 전파를 줄여서 표현한 것입니다.<br /> +<code>Result</code>를 반환하는 함수에 사용될 때 <code>Result</code>가 <code>Err</code>인 경우 오류와 함께 조기에 반환됩니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::fs::File; + +fn read_file() -> Result<String, std::io::Error> { + let mut file = File::open("file.txt")?; + let mut contents = String::new(); + file.read_to_string(&mut contents)?; + Ok(contents) +} +<span class="boring">}</span></code></pre></pre> +<p>다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::fs::File; + +fn read_file() -> Result<String, std::io::Error> { + let mut file = match File::open("file.txt") { + Ok(file) => file, + Err(e) => { + return Err(e); + } + }; + let mut contents = String::new(); + match file.read_to_string(&mut contents) { + Ok(_) => (), + Err(e) => { + return Err(e); + } + } + Ok(contents) +} +<span class="boring">}</span></code></pre></pre> +<p><code>?</code> 연산자를 사용하면 오류 처리 코드를 대폭 단축할 수 있습니다.<br /> +특히 <code>?</code> 연산자는 변환이 가능한 경우(즉, 적절한 <code>From</code> 구현이 있는 경우) 오류가 있는 연산의 에러 타입을 함수의 에러 타입으로 자동 변환합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/14_source"><code>05_ticket_v2/14_source</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/13_try_from.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/15_outro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/13_try_from.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../05_ticket_v2/15_outro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html" class="active"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="마무리"><a class="header" href="#마무리">마무리</a></h1> +<p>도메인 모델링에 있어서 악마는 디테일에 있습니다.<br /> +Rust는 타입 시스템에서 도메인의 제약 조건을 직접 표현하는 데 도움이 되는 다양한 도구를 제공하지만 이를 올바르게 구현하고 관용적으로 보이는 코드를 작성하려면 약간의 연습이 필요합니다.</p> +<p><code>Ticket</code> 모델을 마지막으로 개선하면서 장을 마무리하겠습니다.<br /> +각 제약 조건을 캡슐화하기 위해 <code>Ticket</code>의 각 필드에 새로운 타입을 도입하겠습니다.<br /> +누군가 <code>Ticket</code> 필드에 액세스할 때마다 유효하다고 보장된 값을 돌려받게 됩니다. <code>String</code> 대신 <code>TicketTitle</code>. 코드의 다른 곳에서 제목이 비어 있는 것에 대해 걱정할 필요가 없습니다. <code>TicketTitle</code>이 있는 한 해당 제목이 <strong>구조상</strong> 유효하다는 것을 알 수 있습니다.</p> +<p>이것은 Rust의 타입 시스템을 사용하여 코드를 더욱 안전하고 표현력 있게 만드는 방법에 대한 예일 뿐입니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li><a href="https://lexi-lambda.github.io/blog/2019/11/05/parse-don-t-validate/">Parse, don't validate</a></li> +<li><a href="https://www.lpalmieri.com/posts/2020-12-11-zero-to-production-6-domain-modelling/">Using types to guarantee domain invariants</a></li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/15_outro"><code>05_ticket_v2/15_outro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/14_source.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/00_intro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/14_source.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/00_intro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/00_intro.html b/ko/06_ticket_management/00_intro.html new file mode 100644 index 0000000000000000000000000000000000000000..9f9cbdcc67144e5d578bd94dbdc93cc88cb9d870 --- /dev/null +++ b/ko/06_ticket_management/00_intro.html @@ -0,0 +1,246 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>티켓 관리 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html" class="active"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="소개"><a class="header" href="#소개">소개</a></h1> +<p>이전 장에서 우리는 <code>Ticket</code>을 진공 상태에서 모델링했습니다. 필드와 제약 조건을 정의하고 Rust에서 이를 가장 잘 표현하는 방법을 배웠지만 <code>Ticket</code>이 더 큰 시스템에 어떻게 적합한지는 고려하지 않았습니다. 우리는 이 장을 사용하여 티켓을 저장하고 검색하는 (기본) 관리 시스템을 소개하는 <code>Ticket</code>에 대한 간단한 작업 흐름을 구축할 것입니다.</p> +<p>이 작업은 우리에게 다음과 같은 새로운 Rust 개념을 탐구할 수 있는 기회를 제공할 것입니다:</p> +<ul> +<li>스택 할당 배열</li> +<li>확장 가능한 배열 유형인 <code>Vec</code>와 슬라이스</li> +<li>컬렉션 반복을 위한 <code>Iterator</code>와 <code>IntoIterator</code></li> +<li>컬렉션의 일부 작업을 위한 슬라이스(<code>&[T]</code>)</li> +<li>참조가 유효한 기간을 설명하기 위한 수명</li> +<li><code>HashMap</code>와 <code>BTreeMap</code>, 키-값 데이터 구조체</li> +<li><code>HashMap</code>의 키를 비교하기 위한 <code>Eq</code>와 <code>Hash</code></li> +<li><code>BTreeMap</code>과 함께 작동하는 <code>Ord</code>와 <code>PartialOrd</code></li> +<li>컬렉션의 요소에 액세스하기 위한 <code>Index</code>와 <code>IndexMut</code></li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/00_intro"><code>06_ticket_management/00_intro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../05_ticket_v2/15_outro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/01_arrays.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../05_ticket_v2/15_outro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/01_arrays.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/01_arrays.html b/ko/06_ticket_management/01_arrays.html new file mode 100644 index 0000000000000000000000000000000000000000..1751b70c97169dbf4317611855a37993095e9036 --- /dev/null +++ b/ko/06_ticket_management/01_arrays.html @@ -0,0 +1,286 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>배열 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html" class="active"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="배열"><a class="header" href="#배열">배열</a></h1> +<p>"티켓 관리"에 대해 이야기를 시작하자마자 <em>다중</em> 티켓을 저장하는 방법에 대해 생각해야 합니다. 결과적으로 이는 컬렉션에 대해 생각해야 함을 의미합니다. 특히, 동종 컬렉션: 동일한 타입의 여러 인스턴스를 저장하려고 합니다.</p> +<p>이와 관련하여 Rust는 무엇을 제공해야 합니까?</p> +<h2 id="배열-1"><a class="header" href="#배열-1">배열</a></h2> +<p>첫 번째 시도는 <strong>배열</strong>을 사용하는 것일 수 있습니다.<br /> +Rust의 배열은 동일한 타입의 요소로 구성된 고정 크기 컬렉션입니다.</p> +<p>배열을 정의하는 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// Array type syntax: [ <type> ; <number of elements> ] +let numbers: [u32; 3] = [1, 2, 3]; +<span class="boring">}</span></code></pre></pre> +<p>이 코드는 값 <code>1</code>, <code>2</code>, 그리고 <code>3</code>으로 초기화된 정수 3개를 포함하는 배열을 생성합니다. 이 배열의 타입은 <code>[u32; 3]</code>이며, 이는 "길이가 3인 <code>u32</code> 배열"을 의미합니다.</p> +<h3 id="요소에-접근하기"><a class="header" href="#요소에-접근하기">요소에 접근하기</a></h3> +<p>대괄호를 사용하여 배열 요소에 액세스할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let first = numbers[0]; +let second = numbers[1]; +let third = numbers[2]; +<span class="boring">}</span></code></pre></pre> +<p>인덱스는 <code>usize</code> 타입이어야 합니다.<br /> +배열은 Rust의 모든 것과 마찬가지로 <strong>제로 인덱스</strong>입니다. 이전에 문자열 조각과 튜플/튜플 유사 배리언트의 필드 인덱싱을 통해 이를 본 적이 있습니다.</p> +<h3 id="범위-밖-접근"><a class="header" href="#범위-밖-접근">범위 밖 접근</a></h3> +<p>범위를 벗어난 요소에 접근하려고 하면 Rust는 패닉을 일으킬 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: [u32; 3] = [1, 2, 3]; +let fourth = numbers[3]; // 패닉 상태가 됩니다 +<span class="boring">}</span></code></pre></pre> +<p>이는 <strong>경계 검사</strong>를 사용하여 런타임에 적용됩니다. 약간의 성능 오버헤드가 있지만 Rust가 버퍼 오버플로를 방지하는 방법입니다.<br /> +일부 시나리오에서는 Rust 컴파일러가 경계 검사를 최적화할 수 있습니다. 특히 반복자가 관련된 경우에는 더욱 그렇습니다. 이에 대해서는 나중에 자세히 설명하겠습니다.</p> +<p>패닉하지 않으려면 <code>Option<&T></code>를 반환하는 <code>get</code> 메서드를 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: [u32; 3] = [1, 2, 3]; +assert_eq!(numbers.get(0), Some(&1)); +// 범위를 벗어난 인덱스에 액세스하려고 하면 +// 패닉이 아닌 `None`이 반환됩니다. +assert_eq!(numbers.get(3), None); +<span class="boring">}</span></code></pre></pre> +<h3 id="성능"><a class="header" href="#성능">성능</a></h3> +<p>배열의 크기는 컴파일 타임에 알려지기 때문에 컴파일러는 배열을 스택에 할당할 수 있습니다. 다음 코드를 실행하면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: [u32; 3] = [1, 2, 3]; +<span class="boring">}</span></code></pre></pre> +<p>메모리 레이아웃은 다음과 같이 됩니다:</p> +<pre><code class="language-text"> +---+---+---+ +Stack: | 1 | 2 | 3 | + +---+---+---+ +</code></pre> +<p>즉, 배열의 크기는 <code>std::mem::size_of::<T>() * N</code>입니다. 여기서 <code>T</code>는 요소의 타입이고 <code>N</code>은 요소의 수입니다.<br /> +<code>O(1)</code> 시간 안에 각 요소에 액세스하고 교체할 수 있습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/01_arrays"><code>06_ticket_management/01_arrays</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/00_intro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/02_vec.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/00_intro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/02_vec.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html" class="active"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="벡터"><a class="header" href="#벡터">벡터</a></h1> +<p>배열의 장점은 약점이기도 합니다. 배열의 크기는 컴파일 타임에 미리 알려야 합니다. 런타임에만 알려진 크기의 배열을 만들려고 하면 컴파일 오류가 발생합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let n = 10; +let numbers: [u32; n]; +<span class="boring">}</span></code></pre></pre> +<pre><code class="language-text">error[E0435]: attempt to use a non-constant value in a constant + --> src/main.rs:3:20 + | +2 | let n = 10; +3 | let numbers: [u32; n]; + | ^ non-constant value +</code></pre> +<p>배열은 티켓 관리 시스템에서 작동하지 않습니다. 컴파일 타임에 얼마나 많은 티켓을 저장해야 하는지 알 수 없습니다. 여기가 <code>Vec</code>이 필요한 시점입니다.</p> +<h2 id="vec"><a class="header" href="#vec"><code>Vec</code></a></h2> +<p><code>Vec</code>은 표준 라이브러리에서 제공하는 확장 가능한 배열 타입입니다.<br /> +<code>Vec::new</code> 함수를 사용하여 빈 배열을 만들 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers: Vec<u32> = Vec::new(); +<span class="boring">}</span></code></pre></pre> +<p>그런 다음 <code>push</code> 메서드를 사용하여 요소를 벡터에 밀어 넣습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>numbers.push(1); +numbers.push(2); +numbers.push(3); +<span class="boring">}</span></code></pre></pre> +<p>벡터 끝에 새 값이 추가됩니다.<br /> +생성 시 값을 알고 있는 경우 <code>vec!</code> 매크로를 사용하여 초기화된 벡터를 생성할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +<span class="boring">}</span></code></pre></pre> +<h2 id="요소에-접근하기"><a class="header" href="#요소에-접근하기">요소에 접근하기</a></h2> +<p>요소에 액세스하는 구문은 배열과 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +let first = numbers[0]; +let second = numbers[1]; +let third = numbers[2]; +<span class="boring">}</span></code></pre></pre> +<p>인덱스는 <code>usize</code> 타입이어야 합니다.<br /> +<code>Option<&T></code>를 반환하는 <code>get</code> 메서드를 사용할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +assert_eq!(numbers.get(0), Some(&1)); +// 범위를 벗어난 인덱스에 액세스하려고 하면 +// 패닉이 아닌 `None`이 반환됩니다. +assert_eq!(numbers.get(3), None); +<span class="boring">}</span></code></pre></pre> +<p>배열을 사용한 요소 액세스와 마찬가지로 액세스 범위가 검사됩니다. O(1) 복잡도를 갖습니다.</p> +<h2 id="메모리-레이아웃"><a class="header" href="#메모리-레이아웃">메모리 레이아웃</a></h2> +<p><code>Vec</code>은 힙에 할당된 데이터 구조입니다.<br /> +<code>Vec</code>을 생성하면 요소를 저장하기 위해 힙에 메모리를 할당합니다.</p> +<p>다음 코드를 실행하면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = Vec::with_capacity(3); +numbers.push(1); +numbers.push(2); +<span class="boring">}</span></code></pre></pre> +<p>메모리 레이아웃은 다음과 같습니다:</p> +<pre><code class="language-text"> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 2 | 3 | + +--|------+--------+----------+ + | + | + v + +---+---+---+ +Heap: | 1 | 2 | ? | + +---+---+---+ +</code></pre> +<p><code>Vec</code>은 세 가지를 추적합니다:</p> +<ul> +<li>예약한 힙 영역에 대한 <strong>포인터</strong>.</li> +<li>벡터의 <strong>길이</strong>, 즉 벡터에 포함된 요소 수.</li> +<li>벡터의 <strong>용량</strong>, 즉 힙에 예약된 공간에 들어갈 수 있는 요소의 수.</li> +</ul> +<p>이 레이아웃은 친숙해 보일 것입니다. <code>String</code>과 정확히 동일합니다!<br /> +이는 우연이 아닙니다. <code>String</code>은 내부적으로 바이트 벡터 <code>Vec<u8></code>로 정의됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct String { + vec: Vec<u8>, +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/02_vec"><code>06_ticket_management/02_vec</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/01_arrays.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/03_resizing.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/01_arrays.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/03_resizing.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/03_resizing.html b/ko/06_ticket_management/03_resizing.html new file mode 100644 index 0000000000000000000000000000000000000000..adaedad160542e99fa6f05666e32e0445098694d --- /dev/null +++ b/ko/06_ticket_management/03_resizing.html @@ -0,0 +1,249 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>리사이징 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html" class="active"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="리사이징"><a class="header" href="#리사이징">리사이징</a></h1> +<p>우리는 <code>Vec</code>이 "늘어날 수 있는" 벡터 타입이라고 말했는데, 그게 무슨 뜻일까요? 이미 최대 용량에 도달한 <code>Vec</code>에 요소를 삽입하려고 하면 어떻게 될까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = Vec::with_capacity(3); +numbers.push(1); +numbers.push(2); +numbers.push(3); // 최대 용량 도달 +numbers.push(4); // 여기서는 어떻게 될까요? +<span class="boring">}</span></code></pre></pre> +<p><code>Vec</code>은 자체적으로 <strong>크기 조정</strong>됩니다.<br /> +할당자에게 새로운(더 큰) 힙 메모리 청크를 요청하고 요소를 복사한 다음 이전 메모리 할당을 취소합니다.</p> +<p>이 작업에는 새로운 메모리 할당과 모든 기존 요소 복사가 포함되므로 비용이 많이 들 수 있습니다.</p> +<h2 id="vecwith_capacity"><a class="header" href="#vecwith_capacity"><code>Vec::with_capacity</code></a></h2> +<p><code>Vec</code>에 저장할 요소 수를 대략적으로 알고 있다면 <code>Vec::with_capacity</code> 메서드를 사용하여 충분한 메모리를 미리 할당할 수 있습니다.<br /> +이렇게 하면 <code>Vec</code>이 커질 때 새로운 할당을 피할 수 있지만 실제 사용량을 과대평가하면 메모리가 낭비될 수 있습니다.</p> +<p>상황에 맞게 사용하세요.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/03_resizing"><code>06_ticket_management/03_resizing</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/02_vec.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/04_iterators.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/02_vec.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/04_iterators.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/04_iterators.html b/ko/06_ticket_management/04_iterators.html new file mode 100644 index 0000000000000000000000000000000000000000..6b1d329ac7f953113ebbf2f393c4574abb88624a --- /dev/null +++ b/ko/06_ticket_management/04_iterators.html @@ -0,0 +1,312 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>반복자 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html" class="active"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="반복"><a class="header" href="#반복">반복</a></h1> +<p>첫 번째 예제에서 Rust를 사용하면 <code>for</code> 루프를 사용하여 컬렉션을 반복할 수 있다는 것을 배웠습니다. 우리는 그 시점에서 범위(예: <code>0..5</code>)를 다루고 있었지만 배열이나 벡터와 같은 컬렉션에도 마찬가지입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `Vec`에서도 작동합니다 +let v = vec![1, 2, 3]; +for n in v { + println!("{}", n); +} + +// 배열에서도 작동합니다 +let a: [u32; 3] = [1, 2, 3]; +for n in a { + println!("{}", n); +} +<span class="boring">}</span></code></pre></pre> +<p>이제 이것이 내부적으로 어떻게 작동하는지 이해할 시간입니다.</p> +<h2 id="for-디슈가링"><a class="header" href="#for-디슈가링"><code>for</code> 디슈가링</a></h2> +<p>Rust에서 <code>for</code> 루프를 작성할 때마다 컴파일러는 이를 다음 코드처럼 _디슈가링_합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut iter = IntoIterator::into_iter(v); +loop { + match iter.next() { + Some(n) => { + println!("{}", n); + } + None => break, + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>loop</code>는 <code>for</code>와 <code>while</code> 위에 있는 또 다른 반복 구조입니다.<br /> +<code>loop</code> 블록은 명시적으로 <code>break</code>하지 않는 한 영원히 실행됩니다.</p> +<h2 id="iterator-트레잇"><a class="header" href="#iterator-트레잇"><code>Iterator</code> 트레잇</a></h2> +<p>이전 코드 조각의 <code>next</code> 메서드는 <code>Iterator</code> 트레잇에서 나왔습니다. <code>Iterator</code> 트레잇은 Rust의 표준 라이브러리에 정의되어 있으며일련의 값을 생성할 수 있는 타입에 대한 공유 인터페이스를 제공합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait Iterator { + type Item; + fn next(&mut self) -> Option<Self::Item>; +} +<span class="boring">}</span></code></pre></pre> +<p><code>Item</code> 관련 타입은 반복자가 생성하는 값의 타입을 지정합니다.</p> +<p><code>next</code>는 시퀀스의 다음 값을 반환합니다.<br /> +반환할 값이 있으면 <code>Some(value)</code>를 반환하고, 없으면 <code>None</code>을 반환합니다.</p> +<p>주의하세요: <code>None</code>을 반환할 때 반복자가 소진된다는 보장은 없습니다. 이는 반복자가 (더 제한적인) <a href="https://doc.rust-lang.org/std/iter/trait.FusedIterator.html"><code>FusedIterator</code></a> 트레잇을 구현하는 경우에만 보장됩니다.</p> +<h2 id="intoiterator-트레잇"><a class="header" href="#intoiterator-트레잇"><code>IntoIterator</code> 트레잇</a></h2> +<p>모든 타입이 <code>Iterator</code>를 구현하는 것은 아니지만 많은 타입이 이를 구현하는 타입으로 변환될 수 있습니다.<br /> +여기가 <code>IntoIterator</code> 트레잇이 필요한 시점입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait IntoIterator { + type Item; + type IntoIter: Iterator<Item = Self::Item>; + fn into_iter(self) -> Self::IntoIter; +} +<span class="boring">}</span></code></pre></pre> +<p><code>into_iter</code> 메서드는 원래 값을 사용하고 해당 요소에 대한 반복자를 반환합니다.<br /> +타입은 <code>IntoIterator</code>의 구현을 하나만 가질 수 있습니다. <code>for</code>가 무엇을 디슈가링 하는지에 대한 모호성은 없습니다.</p> +<p>한 가지 세부 사항: <code>Iterator</code>를 구현하는 모든 타입은 자동으로 <code>IntoIterator</code>도 구현합니다. 그들은 단지 <code>into_iter</code>에서 스스로 돌아옵니다!</p> +<h2 id="경계-확인"><a class="header" href="#경계-확인">경계 확인</a></h2> +<p>반복자를 반복하면 좋은 부작용이 있습니다. 설계상 범위를 벗어날 수 없습니다.<br /> +이를 통해 Rust는 생성된 기계어 코드에서 경계 검사를 제거하여 반복 작업을 더 빠르게 할 수 있습니다.</p> +<p>다시 말해서,</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![1, 2, 3]; +for n in v { + println!("{}", n); +} +<span class="boring">}</span></code></pre></pre> +<p>위 코드가 일반적으로 다음보다 빠릅니다</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![1, 2, 3]; +for i in 0..v.len() { + println!("{}", v[i]); +} +<span class="boring">}</span></code></pre></pre> +<p>이 규칙에는 예외가 있습니다. 컴파일러는 때때로 수동 인덱싱을 사용해도 범위를 벗어나지 않는다는 것을 증명하여 어쨌든 범위 검사를 제거할 수 있습니다. 그러나 일반적으로 가능한 경우 인덱싱보다 반복을 선호합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/04_iterators"><code>06_ticket_management/04_iterators</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/03_resizing.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/05_iter.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/03_resizing.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/05_iter.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html" class="active"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="iter"><a class="header" href="#iter"><code>.iter()</code></a></h1> +<p><code>IntoIterator</code> **는 <code>self</code>를 사용하여 반복자를 생성합니다.</p> +<p>여기에는 장점이 있습니다. 반복자에서 <strong>소유</strong> 값을 얻습니다. 예를 들어, <code>Vec<Ticket></code>에서 <code>.into_iter()</code>를 호출하면 <code>Ticket</code> 값을 반환하는 반복자를 얻게 됩니다.</p> +<p>그것은 또한 단점이기도 합니다. <code>.into_iter()</code>를 호출한 후에는 더 이상 원본 컬렉션을 사용할 수 없습니다. 컬렉션을 사용하지 않고 컬렉션을 반복하고 대신 값에 대한 <strong>참조</strong>를 살펴보고 싶은 경우가 많습니다. <code>Vec<Ticket></code>의 경우 <code>&Ticket</code> 값을 반복하고 싶을 것입니다.</p> +<p>대부분의 컬렉션은 컬렉션 요소에 대한 참조에 대한 반복자를 반환하는 <code>.iter()</code>라는 메서드를 노출합니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: Vec<u32> = vec![1, 2]; +// `n`에는 `&u32` 타입이 있습니다. +for n in numbers.iter() { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>이 패턴은 <strong>컬렉션에 대한 참조</strong>에 대해 <code>IntoIterator</code>를 구현하여 단순화할 수 있습니다. 위의 예에서는 <code>&Vec<Ticket></code>이 됩니다.<br /> +표준 라이브러리가 이를 수행하므로 다음 코드가 작동합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: Vec<u32> = vec![1, 2]; +// 여기서 `n`에는 `&u32` 타입이 있습니다. +// 명시적으로 `.iter()`를 호출할 필요는 없습니다 +// `for` 루프에서 `&numbers`를 사용하면 충분합니다 +for n in &numbers { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>두 가지 옵션을 모두 제공하는 것이 관용적입니다:</p> +<ul> +<li>컬렉션에 대한 참조를 위한 <code>IntoIterator</code> 구현.</li> +<li>컬렉션의 요소에 대한 참조에 대한 반복자를 반환하는 <code>.iter()</code> 메서드.</li> +</ul> +<p>전자는 <code>for</code> 루프에서 편리하고, 후자는 더 명시적이며 다른 컨텍스트에서 사용될 수 있습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/05_iter"><code>06_ticket_management/05_iter</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/04_iterators.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/06_lifetimes.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/04_iterators.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/06_lifetimes.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html" class="active"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="수명"><a class="header" href="#수명">수명</a></h1> +<p><code>for</code> 루프의 편의성을 극대화하기 위해 <code>&TicketStore</code>에 대한 <code>IntoIterator</code> 구현을 추가하여 이전 예제를 완료해 보겠습니다.</p> +<p>구현의 가장 "명확한" 부분을 채우는 것부터 시작해 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl IntoIterator for &TicketStore { + type Item = &Ticket; + type IntoIter = // 여기에 무엇이 들어갈까요? + + fn into_iter(self) -> Self::IntoIter { + self.tickets.iter() + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>type IntoIter</code>는 무엇으로 설정되어야 할까요?<br /> +직관적으로 이것은 <code>self.tickets.iter()</code>에 의해 반환된 타입, 즉 <code>Vec::iter()</code>에 의해 반환된 타입이어야 합니다.<br /> +표준 라이브러리 문서를 확인하면 <code>Vec::iter()</code>가 <code>std::slice::Iter</code>를 반환한다는 것을 알 수 있습니다. Iter의 정의는 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Iter<'a, T> { /* 필드 생략 */ } +<span class="boring">}</span></code></pre></pre> +<p>`<code>a\</code>는 <strong>수명 매개변수</strong>입니다.</p> +<h2 id="수명-매개변수"><a class="header" href="#수명-매개변수">수명 매개변수</a></h2> +<p>수명은 참조(변경 가능 또는 불변)가 얼마나 오랫동안 유효한지 추적하기 위해 Rust 컴파일러에서 사용하는 <strong>레이블</strong>입니다.<br /> +참조의 수명은 참조하는 값의 범위에 따라 제한됩니다. Rust는 댕글링 포인터와 use-after-free 버그를 피하기 위해 컴파일 타임에 참조가 참조하는 값이 삭제된 후에 참조가 사용되지 않도록 항상 확인합니다.</p> +<p>이는 친숙하게 들릴 것입니다. 우리는 소유권과 차용에 대해 논의할 때 이미 이러한 개념이 실제로 실행되는 것을 보았습니다. 수명은 특정 참조가 유효한 기간을 <strong>명칭</strong>하는 방법일 뿐입니다.</p> +<p>여러 참조가 있고 해당 참조가 <strong>서로 관련</strong>되는 방식을 명확히 해야 할 때 이름 지정이 중요해집니다. <code>Vec::iter()</code>의 시그니처를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl <T> Vec<T> { + // 약간 단순화됨 + pub fn iter<'a>(&'a self) -> Iter<'a, T> { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Vec::iter()</code>는 <code>'a</code>라는 이름의 수명 매개변수로 일반화됩니다.<br /> +<code>'a</code>는 <code>Vec</code>의 수명과 <code>iter()</code>에 의해 반환된 <code>Iter</code>의 수명을 <strong>연결</strong>하는 데 사용됩니다. 사람 말로 말하면, <code>iter()</code>에 의해 반환된 <code>Iter</code>는 그것이 생성된 <code>Vec</code> 참조(<code>&self</code>)보다 오래 살아있을 수 없습니다.</p> +<p>이는 우리가 논의한 것처럼 <code>Vec::iter</code>가 <code>Vec</code> 요소에 대한 <strong>참조</strong>에 대한 반복자를 반환하기 때문에 중요합니다. <code>Vec</code>가 삭제되면 반복자가 반환한 참조가 유효하지 않게 됩니다. Rust는 이런 일이 발생하지 않도록 해야 하며 수명은 이 규칙을 시행하는 데 사용하는 도구입니다.</p> +<h2 id="수명-제거"><a class="header" href="#수명-제거">수명 제거</a></h2> +<p>Rust에는 <strong>수명 제거 규칙</strong>이라는 일련의 규칙이 있는데, 이를 통해 많은 경우에 명시적인 수명 어노테이션을 생략할 수 있습니다. 예를 들어, <code>Vec::iter</code>의 정의는 <code>std</code>의 소스 코드에서 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl <T> Vec<T> { + pub fn iter(&self) -> Iter<'_, T> { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Vec::iter()</code>의 시그니처에는 명시적인 수명 매개변수가 없습니다. 제거 규칙은 <code>iter()</code>에 의해 반환된 <code>Iter</code>의 수명이 <code>&self</code> 참조의 수명과 연결되어 있음을 의미합니다. <code>'_</code>는 <code>&self</code> 참조의 수명 동안 <strong>플레이스 홀더</strong>로 생각하면 됩니다.</p> +<p>수명 제거에 대한 공식 문서 링크는 <a href="#%EC%B0%B8%EC%A1%B0">참조</a> 섹션을 참조하세요.<br /> +대부분의 경우 컴파일러가 명시적인 수명 어노테이션을 추가해야 할 때를 알려주기때문에 컴파일러를 믿으면 됩니다.</p> +<h2 id="참조"><a class="header" href="#참조">참조</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/vec/struct.Vec.html#method.iter">std::vec::Vec::iter</a></li> +<li><a href="https://doc.rust-lang.org/std/slice/struct.Iter.html">std::slice::Iter</a></li> +<li><a href="https://doc.rust-lang.org/reference/lifetime-elision.html">Lifetime elision rules</a></li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/06_lifetimes"><code>06_ticket_management/06_lifetimes</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/05_iter.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/07_combinators.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/05_iter.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/07_combinators.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/07_combinators.html b/ko/06_ticket_management/07_combinators.html new file mode 100644 index 0000000000000000000000000000000000000000..98e8d07e6b93f055dc1598158ce2d9d3694d38a2 --- /dev/null +++ b/ko/06_ticket_management/07_combinators.html @@ -0,0 +1,320 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>결합자(Combinators) - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html" class="active"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="결합자combinators"><a class="header" href="#결합자combinators">결합자(Combinators)</a></h1> +<p>반복자는 <code>for</code> 루프보다 훨씬 더 많은 일을 할 수 있습니다!<br /> +<code>Iterator</code> 트레잇에 대한 문서를 보면 다양한 방법으로 반복자를 변환, 필터링 및 결합하는 데 활용할 수 있는 <strong>광범위한</strong> 메서드 컬렉션을 찾을 수 있습니다.</p> +<p>가장 일반적인 것을 언급 해 보겠습니다:</p> +<ul> +<li><code>map</code>은 반복자의 각 요소에 함수를 적용합니다.</li> +<li><code>filter</code>는 조건자를 만족하는 요소만 유지합니다.</li> +<li><code>filter_map</code>은 <code>filter</code>와 <code>map</code>을 한 단계로 결합합니다.</li> +<li>'cloned'는 참조 반복자를 값 반복자로 변환하여 각 요소를 복제합니다.</li> +<li><code>enumerate</code>는 <code>(index, value)</code> 쌍을 생성하는 새로운 반복자를 반환합니다.</li> +<li><code>skip</code>은 반복자의 처음 <code>n</code>개의 요소를 건너뜁니다.</li> +<li><code>take</code>는 <code>n</code>개의 요소 다음에 반복자를 중지시킵니다.</li> +<li><code>chain</code>은 두 개의 반복자를 하나로 결합합니다.</li> +</ul> +<p>이러한 메서드를 <strong>결합자</strong>라고 합니다.<br /> +일반적으로 간결하고 읽기 쉬운 방식으로 복잡한 변환을 생성하기 위해 함께 <strong>체인</strong>됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3, 4, 5]; +// 짝수의 제곱의 합 +let outcome: u32 = numbers.iter() + .filter(|&n| n % 2 == 0) + .map(|&n| n * n) + .sum(); +<span class="boring">}</span></code></pre></pre> +<h2 id="클로저"><a class="header" href="#클로저">클로저</a></h2> +<p>위의 <code>filter</code> 및 <code>map</code> 메소드에서는 무슨 일이 일어나고 있을까요?<br /> +그들은 <strong>클로저</strong>를 인수로 사용합니다.</p> +<p>클로저는 <strong>익명 함수</strong>, 즉 우리에게 익숙한 <code>fn</code> 구문을 사용하여 정의되지 않은 함수입니다.<br /> +<code>|args| body</code>를 사용하여 정의됩니다. 여기서 <code>args</code>는 인수이고 <code>body</code>는 함수 본문입니다. <code>body</code>는 코드 블록이거나 단일 표현식일 수 있습니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 인수에 1을 더하는 익명 함수 +let add_one = |x| x + 1; +// 블록으로도 작성할 수 있습니다: +let add_one = |x| { x + 1 }; +<span class="boring">}</span></code></pre></pre> +<p>클로저는 하나 이상의 인수를 취할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let add = |x, y| x + y; +let sum = add(1, 2); +<span class="boring">}</span></code></pre></pre> +<p>또한 변수를 캡처할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 42; +let add_x = |y| x + y; +let sum = add_x(1); +<span class="boring">}</span></code></pre></pre> +<p>필요한 경우 인수 타입이나 반환 타입을 지정할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 입력 타입만 +let add_one = |x: i32| x + 1; +// 또는 `fn` 구문을 사용하여 입력 및 출력 타입 모두 +let add_one: fn(i32) -> i32 = |x| x + 1; +<span class="boring">}</span></code></pre></pre> +<h2 id="collect"><a class="header" href="#collect"><code>collect</code></a></h2> +<p>결합자를 사용하여 반복자 변환을 완료하면 이제 뭘 해야 할까요?<br /> +<code>for</code> 루프를 사용하여 변환된 값을 반복하거나 컬렉션으로 수집해야합니다.</p> +<p>후자는 <code>collect</code> 메소드를 사용하여 수행됩니다.<br /> +<code>collect</code>는 반복자를 사용하고 해당 요소를 선택한 컬렉션으로 수집합니다.</p> +<p>예를 들어 짝수의 제곱을 <code>Vec</code>으로 수집할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3, 4, 5]; +let squares_of_evens: Vec<u32> = numbers.iter() + .filter(|&n| n % 2 == 0) + .map(|&n| n * n) + .collect(); +<span class="boring">}</span></code></pre></pre> +<p><code>collect</code>는 <strong>반환 타입</strong>에 일반화됩니다.<br /> +따라서 일반적으로 컴파일러가 올바른 타입을 유추하는 데 도움이 되는 유형 힌트를 제공해야 합니다. 위의 예에서는 <code>squares_of_evens</code> 타입을 <code>Vec<u32></code>로 어노테이션했습니다. 또는 <strong>turbofish 구문</strong>을 사용하여 타입을 지정할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let squares_of_evens = numbers.iter() + .filter(|&n| n % 2 == 0) + .map(|&n| n * n) + // Turbofish 구문: `<method_name>::<type>()` + // `::<>`이 물고기처럼 보이기 때문에 터보피시라고 합니다 + .collect::<Vec<u32>>(); +<span class="boring">}</span></code></pre></pre> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/iter/trait.Iterator.html"><code>Iterator</code> 문서</a>는 <code>std</code>의 반복자에 사용할 수 있는 메서드에 대한 개요를 제공합니다.</li> +<li><code>itertools</code> 크레이트는 반복자를 위한 <strong>더 많은</strong> 결합자를 정의합니다.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/07_combinators"><code>06_ticket_management/07_combinators</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/06_lifetimes.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/08_impl_trait.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/06_lifetimes.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/08_impl_trait.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html" class="active"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="impl-trait"><a class="header" href="#impl-trait"><code>impl Trait</code></a></h1> +<p><code>TicketStore::to_dos</code>는 <code>Vec<&Ticket></code>을 반환합니다.<br /> +해당 시그니처는 <code>to_dos</code>가 호출될 때마다 새로운 힙 할당을 시행하는데, 이는 호출자가 출력값으로 수행해야 하는 작업에 따라 불필요할 수 있습니다. <code>to_dos</code>가 <code>Vec</code> 대신 반복자를 반환하여 호출자가 결과를 <code>Vec</code>로 수집할지 아니면 그냥 반복할지 결정할 수 있도록 하는 것이 더 좋습니다.</p> +<p>그래도 까다롭습니다! 아래에 구현된 <code>to_dos</code>의 반환 타입은 무엇일까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl TicketStore { + pub fn to_dos(&self) -> ??? { + self.tickets.iter().filter(|t| t.status == Status::ToDo) + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="이름을-지정할-수-없는-타입"><a class="header" href="#이름을-지정할-수-없는-타입">이름을 지정할 수 없는 타입</a></h2> +<p><code>filter</code> 메소드는 다음과 같은 정의를 갖는 <code>std::iter::Filter</code>의 인스턴스를 반환합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Filter<I, P> { /* 필드 생략 */ } +<span class="boring">}</span></code></pre></pre> +<p>여기서 <code>I</code>는 필터링되는 반복자의 타입이고 <code>P</code>는 요소를 필터링하는 데 사용되는 조건자입니다.<br /> +이 경우 <code>I</code>는 <code>std::slice::Iter<'_, Ticket></code>이라는 것을 알고 있지만 <code>P</code>는 어떤가요?<br /> +<code>P</code>는 클로저, <strong>익명 함수</strong>입니다. 이름에서 알 수 있듯이 클로저에는 이름이 없으므로 코드에 적을 수 없습니다.</p> +<p>Rust에는 이에 대한 해결책이 있습니다: <strong>impl Trait</strong>.</p> +<h2 id="impl-trait-1"><a class="header" href="#impl-trait-1"><code>impl Trait</code></a></h2> +<p><code>impl Trait</code>은 이름을 지정하지 않고 타입을 반환할 수 있는 기능입니다. 해당 타입이 구현하는 트래잇(들)을 선언하면 Rust가 나머지를 알아냅니다.</p> +<p>이 경우 <code>Ticket</code>에 대한 참조의 반복자를 반환하려고 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl TicketStore { + pub fn to_dos(&self) -> impl Iterator<Item = &Ticket> { + self.tickets.iter().filter(|t| t.status == Status::ToDo) + } +} +<span class="boring">}</span></code></pre></pre> +<p>이게 전부입니다!</p> +<h2 id="제네릭"><a class="header" href="#제네릭">제네릭?</a></h2> +<p>반환 위치의 <code>impl Trait</code>은 일반 매개변수가 <strong>아닙니다</strong>.</p> +<p>제네릭은 함수 호출자가 채우는 타입에 대한 플레이스 홀더입니다. 일반 매개변수가 있는 함수는 <strong>다형성</strong>입니다. 즉, 다양한 타입으로 호출될 수 있으며 컴파일러는 각 타입에 대해 다른 구현을 생성합니다.</p> +<p><code>impl Trait</code>의 경우는 그렇지 않습니다. <code>impl Trait</code>이 있는 함수의 반환 타입은 컴파일 타임에 <strong>고정</strong>되며, 컴파일러는 이에 대한 단일 구현을 생성합니다. 이것이 <code>impl Trait</code>을 <strong>불투명 반환 타입</strong>이라고도 부르는 이유입니다. 호출자는 반환 값의 정확한 타입을 모르고 지정된 트레잇을 구현한다는 것만 알 수 있습니다. 그러나 컴파일러는 정확한 타입을 알고 있으므로 다형성이 관련되지 않습니다.</p> +<h2 id="rpit"><a class="header" href="#rpit">RPIT</a></h2> +<p>Rust에 대한 RFC나 심층 분석을 읽으면 <strong>RPIT</strong>라는 약어를 접하게 될 것입니다.<br /> +**"Return Position Impl Trait"**의 약자로 리턴 포지션에서 <code>impl Trait</code>을 사용하는 것을 말합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/08_impl_trait"><code>06_ticket_management/08_impl_trait</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/07_combinators.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/09_impl_trait_2.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/07_combinators.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/09_impl_trait_2.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html" class="active"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="인수-위치의-impl-trait"><a class="header" href="#인수-위치의-impl-trait">인수 위치의 <code>impl Trait</code></a></h1> +<p>이전 섹션에서 <code>impl Trait</code>을 사용하여 이름을 지정하지 않고 타입을 반환하는 방법을 살펴보았습니다.<br /> +<strong>인수 위치</strong>에도 동일한 구문을 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_iter(iter: impl Iterator<Item = i32>) { + for i in iter { + println!("{}", i); + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>print_iter</code>는 <code>i32</code>의 반복자를 가져와 각 요소를 프린트합니다.<br /> +<strong>인수 위치</strong>에서 사용될 때 <code>impl Trait</code>은 트레잇 바운드가 있는 일반 매개변수와 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_iter<T>(iter: T) +where + T: Iterator<Item = i32> +{ + for i in iter { + println!("{}", i); + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="단점"><a class="header" href="#단점">단점</a></h2> +<p>경험상 인수 위치에서는 <code>impl Trait</code>보다 제네릭을 선호합니다.<br /> +제네릭을 사용하면 호출자가 명확성에 유용할 수 있는 터보피시 구문(<code>::<></code>)을 사용하여 인수 타입을 명시적으로 지정할 수 있습니다. <code>impl Trait</code>의 경우는 그렇지 않습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/09_impl_trait_2"><code>06_ticket_management/09_impl_trait_2</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/08_impl_trait.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/10_slices.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/08_impl_trait.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/10_slices.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/10_slices.html b/ko/06_ticket_management/10_slices.html new file mode 100644 index 0000000000000000000000000000000000000000..93e53ab624be8f7e1c80499086864d44e7639e71 --- /dev/null +++ b/ko/06_ticket_management/10_slices.html @@ -0,0 +1,315 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>슬라이스 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html" class="active"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="슬라이스"><a class="header" href="#슬라이스">슬라이스</a></h1> +<p><code>Vec</code>의 메모리 레이아웃으로 돌아가 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = Vec::with_capacity(3); +numbers.push(1); +numbers.push(2); +<span class="boring">}</span></code></pre></pre> +<pre><code class="language-text"> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 2 | 3 | + +--|------+--------+----------+ + | + | + v + +---+---+---+ +Heap: | 1 | 2 | ? | + +---+---+---+ +</code></pre> +<p>우리는 <code>String</code>이 어떻게 위장된 <code>Vec<u8></code>인지 이미 언급했습니다.<br /> +이 유사성을 보면 아마 이런 질문이 떠오를겁니다: "<code>Vec</code>버전의 <code>&str</code>는 뭐지?"</p> +<h2 id="t"><a class="header" href="#t"><code>&[T]</code></a></h2> +<p><code>[T]</code>는 <code>T</code> 타입의 연속된 요소 시퀀스의 <strong>슬라이스</strong>입니다.<br /> +보통 참조 형태인 <code>&[T]</code>로 사용합니다.</p> +<p><code>Vec</code>에서 슬라이스 참조를 생성하는 방법에는 여러 가지가 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +// 인덱스 구문을 통해 +let slice: &[i32] = &numbers[..]; +// 메소드를 통해 +let slice: &[i32] = numbers.as_slice(); +// 또는 요소의 하위 집합에 대해 +let slice: &[i32] = &numbers[1..]; +<span class="boring">}</span></code></pre></pre> +<p><code>Vec</code>은 <code>[T]</code>를 대상 타입으로 사용하여 <code>Deref</code> 트레잇을 구현하므로 deref coercion 덕분에 <code>Vec</code>에서 직접 슬라이스 메서드를 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +// 놀라운 사실: `iter`는 `Vec`의 메서드가 아닙니다! +// `&[T]`의 메서드이지만 deref coercion 덕분에 +// `Vec`에서 호출할 수 있습니다. +let sum: i32 = numbers.iter().sum(); +<span class="boring">}</span></code></pre></pre> +<h3 id="메모리-레이아웃"><a class="header" href="#메모리-레이아웃">메모리 레이아웃</a></h3> +<p><code>&[T]</code>는 <code>&str</code>과 마찬가지로 <strong>팻 포인터</strong>입니다.<br /> +이는 슬라이스의 첫 번째 요소에 대한 포인터와 슬라이스의 길이로 구성됩니다.</p> +<p>세 가지 요소를 포함하는 <code>Vec</code>이 있는 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +<span class="boring">}</span></code></pre></pre> +<p>그런 다음 슬라이스 참조를 만듭니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let slice: &[i32] = &numbers[1..]; +<span class="boring">}</span></code></pre></pre> +<p>다음과 같은 메모리 레이아웃을 얻게 됩니다:</p> +<pre><code class="language-text"> numbers slice + +---------+--------+----------+ +---------+--------+ +Stack | pointer | length | capacity | | pointer | length | + | | | 3 | 4 | | | | 2 | + +----|----+--------+----------+ +----|----+--------+ + | | + | | + v | + +---+---+---+---+ | +Heap: | 1 | 2 | 3 | ? | | + +---+---+---+---+ | + ^ | + | | + +--------------------------------+ +</code></pre> +<h3 id="vect-vs-t"><a class="header" href="#vect-vs-t"><code>&Vec<T></code> vs <code>&[T]</code></a></h3> +<p><code>Vec</code>에 대한 불변 참조를 함수에 전달해야 하는 경우 <code>&Vec<T></code>보다 <code>&[T]</code>를 사용하세요.<br /> +이를 통해 함수는 반드시 <code>Vec</code>에 의해 지원되는 슬라이스가 아닌 모든 종류의 슬라이스를 허용할 수 있습니다.</p> +<p>예를 들어, <code>Vec</code>에 있는 요소의 하위 집합을 전달할 수 있습니다. 하지만 그 이상입니다. <strong>배열의 슬라이스</strong>도 전달할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let array = [1, 2, 3]; +let slice: &[i32] = &array; +<span class="boring">}</span></code></pre></pre> +<p>배열 슬라이스와 <code>Vec</code> 슬라이스는 동일한 타입입니다. 즉, 연속된 요소 시퀀스에 대한 팻 포인터입니다. 배열의 경우 포인터는 힙이 아닌 스택을 가리키지만 슬라이스를 사용할 때는 중요하지 않습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/10_slices"><code>06_ticket_management/10_slices</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/09_impl_trait_2.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/11_mutable_slices.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/09_impl_trait_2.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/11_mutable_slices.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/11_mutable_slices.html b/ko/06_ticket_management/11_mutable_slices.html new file mode 100644 index 0000000000000000000000000000000000000000..7f9963c7b4b112743e42e26c2cc28389d7472f01 --- /dev/null +++ b/ko/06_ticket_management/11_mutable_slices.html @@ -0,0 +1,261 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>변경 가능한 슬라이스 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html" class="active"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="변경-가능한-슬라이스"><a class="header" href="#변경-가능한-슬라이스">변경 가능한 슬라이스</a></h1> +<p>우리는 슬라이스 타입(예: <code>str</code>와 <code>[T]</code>)에 대해 이야기할 때마다 불변 참조 형식(<code>&str</code> 및 <code>&[T]</code>)을 사용했습니다.<br /> +하지만 슬라이스도 변경할 수 있습니다!</p> +<p>변경 가능한 슬라이스를 만드는 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = vec![1, 2, 3]; +let slice: &mut [i32] = &mut numbers; +<span class="boring">}</span></code></pre></pre> +<p>그런 다음 슬라이스의 요소를 수정할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>slice[0] = 42; +<span class="boring">}</span></code></pre></pre> +<p>그러면 <code>Vec</code>의 첫 번째 요소가 <code>42</code>로 변경됩니다.</p> +<h2 id="한계점"><a class="header" href="#한계점">한계점</a></h2> +<p>불변 참조로 작업할 때 권장 사항은 명확했습니다. 소유한 타입에 대한 참조보다 슬라이스 참조를 선호합니다(예: <code>&Vec<T></code>보다 <code>&[T]</code>).<br /> +변경 가능한 빌림의 경우는 <strong>그렇지</strong> 않습니다.</p> +<p>다음 시나리오를 생각해보세요:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = Vec::with_capacity(2); +let mut slice: &mut [i32] = &mut numbers; +slice.push(1); +<span class="boring">}</span></code></pre></pre> +<p>컴파일되지 않습니다!<br /> +<code>push</code>는 슬라이스가 아닌 <code>Vec</code>에 대한 메서드입니다. 이는 보다 일반적인 원칙의 표현입니다. Rust는 슬라이스에서 요소를 추가하거나 제거하는 것을 허용하지 않습니다. 이미 존재하는 요소를 수정/교체만 할 수 있습니다.</p> +<p>이와 관련하여 <code>&mut Vec</code> 또는 <code>&mut String</code>은 <code>&mut [T]</code> 또는 <code>&mut str</code>보다 엄격하게 더 강력합니다.<br /> +수행해야 하는 작업에 따라 가장 적합한 타입을 선택하십시오.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/11_mutable_slices"><code>06_ticket_management/11_mutable_slices</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/10_slices.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/12_two_states.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/10_slices.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/12_two_states.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/12_two_states.html b/ko/06_ticket_management/12_two_states.html new file mode 100644 index 0000000000000000000000000000000000000000..8b991416b538088b12dae7bcba9d7472f695bbb8 --- /dev/null +++ b/ko/06_ticket_management/12_two_states.html @@ -0,0 +1,287 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>두 가지 상태 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html" class="active"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="티켓-id"><a class="header" href="#티켓-id">티켓 ID</a></h1> +<p>우리의 티켓 관리 시스템에 대해 다시 생각해 봅시다.<br /> +현재 우리의 티켓 모델은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Ticket { + pub title: TicketTitle, + pub description: TicketDescription, + pub status: Status +} +<span class="boring">}</span></code></pre></pre> +<p>여기서는 티켓을 고유하게 식별하는 <strong>식별자</strong>가 누락되었습니다.<br /> +해당 식별자는 각 티켓마다 고유해야 합니다. 새 티켓이 생성될 때 자동으로 생성하여 이를 보장할 수 있습니다.</p> +<h2 id="모델-개선"><a class="header" href="#모델-개선">모델 개선</a></h2> +<p>ID는 어디에 저장해야 하나요?<br /> +<code>Ticket</code> 구조체에 새 필드를 추가할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Ticket { + pub id: TicketId, + pub title: TicketTitle, + pub description: TicketDescription, + pub status: Status +} +<span class="boring">}</span></code></pre></pre> +<p>하지만 티켓을 만들기 전에는 ID를 알 수 없습니다. 그러니 처음부터 있을 수는 없습니다.<br /> +옵셔널해야 한다는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Ticket { + pub id: Option<TicketId>, + pub title: TicketTitle, + pub description: TicketDescription, + pub status: Status +} +<span class="boring">}</span></code></pre></pre> +<p>그것은 또한 이상적이지 않습니다. 티켓이 생성되면 ID가 항상 거기에 있어야 한다는 것을 알고 있더라도 상점에서 티켓을 검색할 때마다 <code>None</code> 케이스를 처리해야 합니다.</p> +<p>가장 좋은 해결책은 <code>TicketDraft</code>와 <code>Ticket</code>이라는 두 가지 별도 타입으로 표시되는 두 개의 서로 다른 티켓 <strong>상태</strong>만드는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct TicketDraft { + pub title: TicketTitle, + pub description: TicketDescription +} + +pub struct Ticket { + pub id: TicketId, + pub title: TicketTitle, + pub description: TicketDescription, + pub status: Status +} +<span class="boring">}</span></code></pre></pre> +<p><code>TicketDraft</code>는 아직 생성되지 않은 티켓입니다. ID도 없고 상태도 없습니다.<br /> +<code>Ticket</code>은 생성된 티켓입니다. ID와 상태가 있습니다.<br /> +<code>TicketDraft</code>와 <code>Ticket</code>의 각 필드에는 자체 제약 조건이 포함되어 있으므로 두 타입에 로직을 중복할 필요가 없습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/12_two_states"><code>06_ticket_management/12_two_states</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/11_mutable_slices.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/13_index.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/11_mutable_slices.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/13_index.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/13_index.html b/ko/06_ticket_management/13_index.html new file mode 100644 index 0000000000000000000000000000000000000000..67befb097aecdbb1071399871a68021a1c5d5d71 --- /dev/null +++ b/ko/06_ticket_management/13_index.html @@ -0,0 +1,261 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Index 트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html" class="active"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="인덱싱"><a class="header" href="#인덱싱">인덱싱</a></h1> +<p><code>TicketStore::get</code>은 주어진 <code>TicketId</code>에 대해 <code>Option<&Ticket></code>을 반환합니다.<br /> +우리는 이전에 Rust의 인덱싱 구문을 사용하여 배열과 벡터의 요소에 액세스하는 방법을 살펴보았습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![0, 1, 2]; +assert_eq!(v[0], 0); +<span class="boring">}</span></code></pre></pre> +<p>어떻게 <code>TicketStore</code>에 대해서도 동일한 경험을 제공할 수 있을까요?<br /> +당신이 생각하고 있는 그게 맞습니다: <code>Index</code> 트레잇을 구현해야 합니다!</p> +<h2 id="index"><a class="header" href="#index"><code>Index</code></a></h2> +<p><code>Index</code> 트레잇은 Rust의 표준 라이브러리에 정의되어 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 약간 단순화됨 +pub trait Index<Idx> +{ + type Output; + + // 필수 메서드 + fn index(&self, index: Idx) -> &Self::Output; +} +<span class="boring">}</span></code></pre></pre> +<p><code>Index</code> 트레잇은 아래의 것들을 가집니다:</p> +<ul> +<li>인덱스 타입을 나타내는 하나의 제네릭 매개변수 <code>Idx</code></li> +<li>인덱스를 사용하여 검색한 타입을 나타내는 하나의 연관 타입 <code>Output</code></li> +</ul> +<p><code>index</code> 메서드가 어떻게 <code>Option</code>을 반환하지 않는지 확인하세요. 배열 및 vec 인덱싱에서 발생하는 것처럼 <code>index</code>가 존재하지 않는 요소에 액세스하려고 하면 패닉이 발생할 것이라고 가정합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/13_index"><code>06_ticket_management/13_index</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/12_two_states.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/14_index_mut.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/12_two_states.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/14_index_mut.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/14_index_mut.html b/ko/06_ticket_management/14_index_mut.html new file mode 100644 index 0000000000000000000000000000000000000000..1eba06dea19585225a200d9a713ffd32c8b1e2f3 --- /dev/null +++ b/ko/06_ticket_management/14_index_mut.html @@ -0,0 +1,246 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>IndexMut 트레잇 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html" class="active"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar 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for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="변경-가능한-인덱싱"><a class="header" href="#변경-가능한-인덱싱">변경 가능한 인덱싱</a></h1> +<p><code>Index</code>는 읽기 전용 액세스를 허용합니다. 검색한 값을 변경할 수 없습니다.</p> +<h2 id="indexmut"><a class="header" href="#indexmut"><code>IndexMut</code></a></h2> +<p>가변성을 허용하려면 <code>IndexMut</code> 트레잇을 구현해야 합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 약간 단순화됨 +pub trait IndexMut<Idx>: Index<Idx> +{ + // 필수 메서드 + fn index_mut(&mut self, index: Idx) -> &mut Self::Output; +} +<span class="boring">}</span></code></pre></pre> +<p><code>IndexMut</code>는 타입이 이미 <code>Index</code>를 구현한 경우에만 구현할 수 있습니다. <em>추가</em> 기능을 잠금 해제하기 때문입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/14_index_mut"><code>06_ticket_management/14_index_mut</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/13_index.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/15_hashmap.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/13_index.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/15_hashmap.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/15_hashmap.html b/ko/06_ticket_management/15_hashmap.html new file mode 100644 index 0000000000000000000000000000000000000000..772b4ab97c5d13cd413555c49cc557debcd79deb --- /dev/null +++ b/ko/06_ticket_management/15_hashmap.html @@ -0,0 +1,313 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>HashMap - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html" class="active"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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+ <label id="sidebar-toggle" class="icon-button" for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="hashmap"><a class="header" href="#hashmap"><code>HashMap</code></a></h1> +<p>우리의 <code>Index</code>/<code>IndexMut</code> 구현은 최적이 아닙니다: 티켓을 ID로 검색하기 위해 전체 <code>Vec</code>을 반복해야 하며, 알고리즘 복잡도는 티켓 스토어 내의 티켓 수를 나타내는 <code>n</code>에 비례하여 <code>O(n)</code>입니다.</p> +<p>티켓 저장을 위해 <code>HashMap<K, V></code>라는 다른 데이터 구조를 사용하면 더 나은 결과를 얻을 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::collections::HashMap; + +// 타입 추론을 통해 명시적인 타입 시그니처(이 예에서는 +// HashMap<String, String>`이 됨)을 생략할 수 있습니다. +let mut book_reviews = HashMap::new(); + +book_reviews.insert( + "Adventures of Huckleberry Finn".to_string(), + "My favorite book.".to_string(), +); +<span class="boring">}</span></code></pre></pre> +<p><code>HashMap</code>은 키-값 쌍으로 작동합니다. 두 가지 모두에 대해 일반화됩니다. <code>K</code>는 키 타입에 대한 일반 매개변수이고 <code>V</code>는 값 타입에 대한 매개변수입니다.</p> +<p>삽입, 검색 및 제거의 예상 비용은 <strong>상수</strong>, <code>O(1)</code>입니다. 우리의 사용 사례에 딱 맞는 것 같지 않나요?</p> +<h2 id="주요-요구-사항"><a class="header" href="#주요-요구-사항">주요 요구 사항</a></h2> +<p><code>HashMap</code>의 구조체 정의에는 트레잇 바운드가 없지만 해당 메서드에서 일부를 찾을 수 있습니다. 예를 들어 <code>insert</code>를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 약간 단순화됨 +impl<K, V> HashMap<K, V> +where + K: Eq + Hash, +{ + pub fn insert(&mut self, k: K, v: V) -> Option<V> { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>키 타입은 <code>Eq</code> 및 <code>Hash</code> 트레잇을 구현해야 합니다.<br /> +그 두 가지를 파헤쳐 보겠습니다.</p> +<h2 id="hash"><a class="header" href="#hash"><code>Hash</code></a></h2> +<p>해싱 함수(또는 해셔)는 잠재적으로 무한한 값 집합(예: 가능한 모든 문자열)을 제한된 범위(예: <code>u64</code> 값)에 매핑합니다.<br /> +찾아보면 서로 다른 속성(속도, 충돌 위험, 가역성 등)을 가진 다양한 해싱 함수가 있습니다.</p> +<p>이름에서 알 수 있듯이 <code>HashMap</code>은 뒤에서 해싱 함수를 사용합니다. 키를 해시한 다음 해당 해시를 사용하여 관련 값을 저장/검색합니다. 이 전략에서는 키 타입이 해시 가능해야 하므로 <code>K</code>에 <code>Hash</code> 트레잇이 바인딩됩니다.</p> +<p><code>std::hash</code> 모듈에서 <code>Hash</code> 트레잇을 찾을 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Hash { + // 필수 메서드 + fn hash<H>(&self, state: &mut H) + where H: Hasher; +} +<span class="boring">}</span></code></pre></pre> +<p><code>Hash</code>를 수동으로 구현하는 경우는 거의 없습니다. 대부분의 경우 다음과 같이 파생됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(Hash)] +struct Person { + id: u32, + name: String, +} +<span class="boring">}</span></code></pre></pre> +<h2 id="eq"><a class="header" href="#eq"><code>Eq</code></a></h2> +<p><code>HashMap</code>은 키가 동일한지 비교할 수 있어야 합니다. 이는 해시 충돌을 처리할 때 특히 중요합니다. 즉 두 개의 서로 다른 키가 동일한 값으로 해시되는 경우 말입니다.</p> +<p>아마 당신은 궁금할 것입니다: 이게 바로 <code>PartialEq</code> 트레잇이 하는 일 아닌가요? 거의 맞았습니다!<br /> +<code>PartialEq</code>는 반사성(reflexivity)을 보장하지 않기 때문에 <code>HashMap</code>에 적합하지 않습니다. 즉 <code>a == a</code>는 항상 <code>true</code>입니다.<br /> +예를 들어 부동 소수점 숫자(<code>f32</code> 및 <code>f64</code>)는 <code>PartialEq</code>를 구현하지만 반사성 속성을 충족하지 않습니다. <code>f32::NAN == f32::NAN</code>은 <code>false</code>입니다.<br /> +재귀성은 <code>HashMap</code>이 올바르게 작동하는 데 매우 중요합니다. 재귀성이 없으면 이를 삽입하는 데 사용한 것과 동일한 키를 사용하여 맵에서 값을 검색할 수 없습니다.</p> +<p><code>Eq</code> 트레잇은 반사성 속성을 사용하여 <code>PartialEq</code>를 확장합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Eq: PartialEq { + // 추가 메서드 없음 +} +<span class="boring">}</span></code></pre></pre> +<p>이는 마커 특성입니다. 새로운 메서드를 추가하지 않고 <code>PartialEq</code>에 구현된 동등 논리가 반사적임을 컴파일러에 알리는 방법일 뿐입니다.</p> +<p><code>PartialEq</code>를 파생시키면 <code>Eq</code>가 자동으로 파생될 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(PartialEq, Eq)] +struct Person { + id: u32, + name: String, +} +<span class="boring">}</span></code></pre></pre> +<h2 id="eq와-hash는-연관되어있습니다"><a class="header" href="#eq와-hash는-연관되어있습니다"><code>Eq</code>와 <code>Hash</code>는 연관되어있습니다</a></h2> +<p><code>Eq</code>와 <code>Hash</code> 사이에는 암묵적인 약속이 있습니다. 두 키가 동일하면 해당 해시도 동일해야 합니다. 이는 <code>HashMap</code>이 올바르게 작동하는 데 중요합니다. 이 약속을 어기면 <code>HashMap</code>을 사용할 때 의미 없는 결과를 얻게 됩니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/15_hashmap"><code>06_ticket_management/15_hashmap</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/14_index_mut.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/16_btreemap.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/14_index_mut.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../06_ticket_management/16_btreemap.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/06_ticket_management/16_btreemap.html b/ko/06_ticket_management/16_btreemap.html new file mode 100644 index 0000000000000000000000000000000000000000..1a9712fe989523f19da720941461f58cbedb79da --- /dev/null +++ b/ko/06_ticket_management/16_btreemap.html @@ -0,0 +1,290 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>BTreeMap - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html" class="active"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="순서"><a class="header" href="#순서">순서</a></h1> +<p><code>Vec</code>에서 <code>HashMap</code>으로 이동하여 티켓 관리 시스템의 성능을 개선하고 그 과정에서 코드를 단순화했습니다.<br /> +하지만 아직 모든 것이 완벽하지는 않습니다. <code>Vec</code> 지원 스토어를 반복할 때 티켓이 추가된 순서대로 반환된다는 것을 확신할 수 있었습니다.<br /> +<code>HashMap</code>의 경우는 그렇지 않습니다. 티켓을 반복할 수 있지만 순서는 무작위입니다.</p> +<p><code>HashMap</code>에서 <code>BTreeMap</code>으로 전환하면 다시 일관된 순서를 보장할 수 있습니다.</p> +<h2 id="btreemap"><a class="header" href="#btreemap"><code>BTreeMap</code></a></h2> +<p><code>BTreeMap</code>은 항목이 키를 기준으로 정렬되도록 보장합니다.<br /> +이는 특정 순서로 항목을 반복해야 하거나 범위 쿼리를 수행해야 하는 경우(예: "ID가 10에서 20 사이인 모든 티켓을 주세요") 유용합니다.</p> +<p><code>HashMap</code>과 마찬가지로 <code>BTreeMap</code> 정의에서는 트레잇 바운드를 찾을 수 없습니다. 그러나 해당 메서드에서 트레잇 바운드를 찾을 수 있습니다. <code>insert</code>를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `K`와 `V`는 각각 `HashMap`에서와 마찬가지로 // 키와 값 타입을 나타냅니다. +impl<K, V> BTreeMap<K, V> { + pub fn insert(&mut self, key: K, value: V) -> Option<V> + where + K: Ord, + { + // 구현 + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Hash</code>는 더 이상 필요하지 않습니다. 대신, 키 유형은 'Ord' 트레잇을 구현해야 합니다.</p> +<h2 id="ord"><a class="header" href="#ord"><code>Ord</code></a></h2> +<p><code>Ord</code> 트레잇은 값을 비교하는 데 사용됩니다.<br /> +<code>PartialEq</code>는 동등성을 비교하는 데 사용되는 반면, <code>Ord</code>는 순서를 비교하는 데 사용됩니다.</p> +<p>이는 <code>std::cmp</code>에 정의되어 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Ord: Eq + PartialOrd { + fn cmp(&self, other: &Self) -> Ordering; +} +<span class="boring">}</span></code></pre></pre> +<p><code>cmp</code> 메소드는 <code>Less</code>, <code>Equal</code> 또는 <code>Greater</code> 중 하나일 수 있는 <code>Ordering</code> 열거형을 반환합니다.<br /> +<code>Ord</code>를 사용하려면 <code>Eq</code>와 <code>PartialOrd</code>라는 두 가지 다른 트레잇이 구현되어야 합니다.</p> +<h2 id="partialord"><a class="header" href="#partialord"><code>PartialOrd</code></a></h2> +<p><code>PartialOrd</code>는 <code>Ord</code>의 약한 버전입니다. 마치 <code>PartialEq</code>가 <code>Eq</code>의 약한 버전인 것과 같습니다. 정의를 보면 그 이유를 알 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait PartialOrd: PartialEq { + fn partial_cmp(&self, other: &Self) -> Option<Ordering>; +} +<span class="boring">}</span></code></pre></pre> +<p><code>PartialOrd::partial_cmp</code>는 <code>Option</code>을 반환합니다. 두 값을 비교할 수 있다는 보장은 없습니다.<br /> +예를 들어, <code>f32</code>는 <code>NaN</code> 값을 비교할 수 없기 때문에 <code>Ord</code>를 구현하지 않습니다. 이는 <code>f32</code>가 <code>Eq</code>를 구현하지 않는 것과 같은 이유입니다.</p> +<h2 id="ord와-partialord-구현"><a class="header" href="#ord와-partialord-구현"><code>Ord</code>와 <code>PartialOrd</code> 구현</a></h2> +<p>타입에 <code>Ord</code>와 <code>PartialOrd</code>를 모두 파생할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `Eq`와 `PartialEq`도 추가해야 합니다. +// `Ord`가 필요로 하기 때문입니다. +#[derive(Eq, PartialEq, Ord, PartialOrd)] +struct TicketId(u64); +<span class="boring">}</span></code></pre></pre> +<p>수동으로 구현하기로 선택하거나 필요한 경우 다음 사항에 주의하세요:</p> +<ul> +<li><code>Ord</code>와 <code>PartialOrd</code>는 <code>Eq</code>와 <code>PartialEq</code>와 일관되어야 합니다.</li> +<li><code>Ord</code>와 <code>PartialOrd</code>는 서로 일관되어야 합니다.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/16_btreemap"><code>06_ticket_management/16_btreemap</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/15_hashmap.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/00_intro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/15_hashmap.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/00_intro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html" class="active"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="소개"><a class="header" href="#소개">소개</a></h1> +<p>Rust의 가장 큰 약속 중 하나는 _두려움 없는 동시성_입니다. 즉, 안전한 동시성 프로그램 작성을 더 쉽게 만드는 것입니다. 우리는 아직 그런 것을 많이 보지 못했습니다. 지금까지 우리가 수행한 모든 작업은 단일 스레드였습니다. 이제 바뀔 시간입니다!</p> +<p>이번 장에서는 티켓 스토어를 멀티스레드로 만들겠습니다.<br /> +우리는 다음을 포함해 Rust의 핵심 동시성 기능 대부분을 다룰 기회를 갖게 될 것입니다:</p> +<ul> +<li>스레드, <code>std::thread</code> 모듈를 사용</li> +<li>메시지 전달, 채널 사용</li> +<li>공유 상태, <code>Arc</code>, <code>Mutex</code>그리고 <code>RwLock</code>을 사용</li> +<li><code>Send</code>와 <code>Sync</code>, Rust의 동시성을 보장하는 트레잇</li> +</ul> +<p>또한 멀티 스레드 시스템의 다양한 디자인 패턴과 그 장단점에 대해서도 논의할 것입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/00_intro"><code>07_threads/00_intro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../06_ticket_management/16_btreemap.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/01_threads.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../06_ticket_management/16_btreemap.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/01_threads.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/07_threads/01_threads.html b/ko/07_threads/01_threads.html new file mode 100644 index 0000000000000000000000000000000000000000..c05c3057fdc4f17a0b9d6aa0ef763af3bd045c5e --- /dev/null +++ b/ko/07_threads/01_threads.html @@ -0,0 +1,305 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>스레드 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html" class="active"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="스레드"><a class="header" href="#스레드">스레드</a></h1> +<p>멀티스레드 코드 작성을 시작하기 전에 한발 물러서서 스레드가 무엇인지, 왜 스레드를 사용하려는지에 대해 이야기해 보겠습니다.</p> +<h2 id="스레드란-무엇일까요"><a class="header" href="#스레드란-무엇일까요">스레드란 무엇일까요?</a></h2> +<p><strong>스레드</strong>는 기본 운영 체제에서 관리하는 실행 컨텍스트입니다.<br /> +각 스레드에는 자체 스택, 명령 포인터 및 프로그램 카운터가 있습니다.</p> +<p>단일 <strong>프로세스</strong>는 여러 스레드를 관리할 수 있습니다. 이러한 스레드는 동일한 메모리 공간을 공유하므로 동일한 데이터에 액세스할 수 있습니다.</p> +<p>스레드는 <strong>논리적</strong> 구조입니다. 결국 CPU 코어, 즉 <strong>물리적</strong> 실행 단위에서는 한 번에 하나의 명령어 세트만 실행할 수 있습니다.<br /> +CPU 코어보다 더 많은 스레드가 있을 수 있으므로 운영 체제의 <strong>스케줄러</strong>는 주어진 시간에 실행할 스레드를 결정하고 처리량과 응답성을 최대화하기 위해 스레드 간에 CPU 시간을 분할하는 일을 담당합니다.</p> +<h2 id="main"><a class="header" href="#main"><code>main</code></a></h2> +<p>Rust 프로그램이 시작되면 단일 스레드인 <strong>메인 스레드</strong>에서 실행됩니다.<br /> +이 스레드는 운영 체제에 의해 생성되며 <code>main</code> 함수 실행을 담당합니다.</p> +<pre><pre class="playground"><code class="language-rust">use std::thread; +use std::time::Duration; + +fn main() { + loop { + thread::sleep(Duration::from_secs(2)); + println!("Hello from the main thread!"); + } +}</code></pre></pre> +<h2 id="stdthread"><a class="header" href="#stdthread"><code>std::thread</code></a></h2> +<p>Rust의 표준 라이브러리는 스레드를 생성하고 관리할 수 있는 <code>std::thread</code> 모듈을 제공합니다.</p> +<h3 id="spawn"><a class="header" href="#spawn"><code>spawn</code></a></h3> +<p><code>std::thread::spawn</code>을 사용하여 새 스레드를 생성하고 해당 스레드에서 코드를 실행할 수 있습니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust">use std::thread; +use std::time::Duration; + +fn main() { + let handle = thread::spawn(|| { + loop { + thread::sleep(Duration::from_secs(1)); + println!("Hello from a thread!"); + } + }); + + loop { + thread::sleep(Duration::from_secs(2)); + println!("Hello from the main thread!"); + } +}</code></pre></pre> +<p><a href="https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=afedf7062298ca8f5a248bc551062eaa">Rust playground</a>에서 이 프로그램을 실행하면 메인 스레드와 생성된 스레드가 동시에 실행되는 것을 볼 수 있습니다.<br /> +각 스레드는 서로 독립적으로 진행됩니다.</p> +<h3 id="프로세스-종료"><a class="header" href="#프로세스-종료">프로세스 종료</a></h3> +<p>메인 스레드가 완료되면 전체 프로세스가 종료됩니다.<br /> +생성된 스레드는 완료되거나 메인 스레드가 종료될 때까지 계속 실행됩니다.</p> +<pre><pre class="playground"><code class="language-rust">use std::thread; +use std::time::Duration; + +fn main() { + let handle = thread::spawn(|| { + loop { + thread::sleep(Duration::from_secs(1)); + println!("Hello from a thread!"); + } + }); + + thread::sleep(Duration::from_secs(5)); +}</code></pre></pre> +<p>위의 예에서는 "Hello from a thread!"라는 메시지가 표시될 것으로 예상할 수 있습니다. 대략 5번 정도 프린트되었습니다.<br /> +그런 다음 메인 스레드가 종료되고(<code>sleep</code> 호출이 반환될 때) 전체 프로세스가 종료되므로 생성된 스레드가 종료됩니다.</p> +<h3 id="join"><a class="header" href="#join"><code>join</code></a></h3> +<p>또한 <code>spawn</code>이 반환하는 <code>JoinHandle</code>에서 <code>join</code> 메서드를 호출하여 생성된 스레드가 완료될 때까지 기다릴 수도 있습니다.</p> +<pre><pre class="playground"><code class="language-rust">use std::thread; +fn main() { + let handle = thread::spawn(|| { + println!("Hello from a thread!"); + }); + + handle.join().unwrap(); +}</code></pre></pre> +<p>이 예에서 기본 스레드는 종료되기 전에 생성된 스레드가 완료될 때까지 기다립니다.<br /> +이렇게 하면 두 스레드 간에 일종의 <strong>동기화</strong>가 도입됩니다. 즉, "Hello from a thread!"라는 메시지가 표시됩니다. 생성된 스레드가 완료될 때까지 메인 스레드가 종료되지 않기 때문에 프로그램이 종료되기 전에 프린트됩니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/01_threads"><code>07_threads/01_threads</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/00_intro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/02_static.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/00_intro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/02_static.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong 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aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html" class="active"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="static"><a class="header" href="#static"><code>'static</code></a></h1> +<p>이전 연습에서 벡터의 슬라이스를 차용하려고 시도했다면 아마도 다음과 같은 컴파일러 오류가 발생했을 것입니다:</p> +<pre><code class="language-text">error[E0597]: `v` does not live long enough + | +11 | pub fn sum(v: Vec<i32>) -> i32 { + | - binding `v` declared here +... +15 | let right = &v[split_point..]; + | ^ borrowed value does not live long enough +16 | let left_handle = thread::spawn(move || left.iter().sum::<i32>()); + | ------------------------------------------------ + argument requires that `v` is borrowed for `'static` +19 | } + | - `v` dropped here while still borrowed +</code></pre> +<p><code>argument requires that v is borrowed for 'static</code>. 이게 무슨 말일까요?</p> +<p><code>'static</code> 수명은 Rust에서 특별한 수명입니다.<br /> +이는 해당 값이 프로그램 전체 기간 동안 유효함을 의미합니다.</p> +<h2 id="분리된-스레드"><a class="header" href="#분리된-스레드">분리된 스레드</a></h2> +<p><code>thread::spawn</code>을 통해 시작된 스레드는 이를 생성한 스레드보다 <strong>오래 살아</strong>있을 수 있습니다.<br /> +예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::thread; + +fn f() { + thread::spawn(|| { + thread::spawn(|| { + loop { + thread::sleep(std::time::Duration::from_secs(1)); + println!("Hello from the detached thread!"); + } + }); + }); +} +<span class="boring">}</span></code></pre></pre> +<p>이 예시에서 첫 번째 생성된 스레드는 매초 메시지를 프린트하는 하위 스레드를 생성합니다.<br /> +그러면 첫 번째 스레드가 완료되고 종료됩니다. 그런 일이 발생하면 해당 하위 스레드는 전체 프로세스가 실행되는 동안 <strong>계속 실행</strong>됩니다.<br /> +Rust의 용어에서는 하위 스레드가 상위 스레드보다 **오래 살았다(outlived)**고 말합니다.</p> +<h2 id="static-수명"><a class="header" href="#static-수명"><code>'static</code> 수명</a></h2> +<p>생성된 스레드는 다음과 같은 것이 가능하기때문에:</p> +<ul> +<li>자신을 생성한 스레드(상위 스레드)보다 오래 살 수 있음</li> +<li>프로그램이 종료될 때까지 실행됨</li> +</ul> +<p>그 함수가 종료되기 전에 삭제될 수 있는 어떤 값도 차용할 수 없습니다. 이 제약을 위반하면 사용 후 메모리 해제 후에도 사용할 수 있는 버그가 발생할 수 있습니다. 그것이 <code>std::thread::spawn</code>의 시그니처가 전달된 클로저가 <code>'static</code> 수명을 가져야 한다고 요구하는 이유입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub fn spawn<F, T>(f: F) -> JoinHandle<T> +where + F: FnOnce() -> T + Send + 'static, + T: Send + 'static +{ + // [..] +} +<span class="boring">}</span></code></pre></pre> +<h2 id="static은-그냥-참조에-관한-것이-아닙니다"><a class="header" href="#static은-그냥-참조에-관한-것이-아닙니다">``static'은 (그냥) 참조에 관한 것이 아닙니다</a></h2> +<p>Rust의 모든 값에는 참조뿐만 아니라 수명이 있습니다.</p> +<p>특히, 데이터를 소유한 타입(예: <code>Vec</code> 또는 <code>String</code>)은 <code>'static</code> 제약 조건을 충족합니다. 이를 소유하고 있으면 원하는 만큼 계속 작업할 수 있습니다. 원래 생성한 함수가 반환되더라도 말입니다.</p> +<p>따라서 <code>'static</code>을 다음과 같이 해석할 수 있습니다:</p> +<ul> +<li>나에게 소유권이 있는 값을 주세요</li> +<li>프로그램 전체 기간 동안 유효한 참조를 제공해 주세요</li> +</ul> +<p>첫 번째 접근 방식은 이전 연습에서 문제를 해결한 방법입니다. 즉, 원래 벡터의 왼쪽과 오른쪽 부분을 유지하기 위해 새 벡터를 할당한 다음 생성된 스레드로 보내 준 것입니다.</p> +<h2 id="static-참조"><a class="header" href="#static-참조"><code>'static</code> 참조</a></h2> +<p>프로그램 전체 기간 동안 유효한 참조인 두 번째 케이스에 대해 이야기해 보겠습니다.</p> +<h3 id="정적-데이터"><a class="header" href="#정적-데이터">정적 데이터</a></h3> +<p>가장 일반적인 경우는 문자열 리터럴과 같은 <strong>정적 데이터</strong>에 대한 참조입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let s: &'static str = "Hello world!"; +<span class="boring">}</span></code></pre></pre> +<p>문자열 리터럴은 컴파일 시점에서 알려져 있기 때문에, Rust는 이들을 실행파일 <em>내부의</em> <strong>읽기 전용 데이터 세그먼트</strong>에 저장합니다. 따라서 그 영역을 가리키는 모든 참조는 프로그램이 실행되는 동안 유효할 것입니다. 이는 <code>'static</code> 조건을 만족시킵니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li><a href="https://en.wikipedia.org/wiki/Data_segment">The data segment</a></li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/02_static"><code>07_threads/02_static</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/01_threads.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/03_leak.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/01_threads.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/03_leak.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html" class="active"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="데이터-유출"><a class="header" href="#데이터-유출">데이터 유출</a></h1> +<p>생성된 스레드에 대한 참조 전달과 관련된 주요 관심사는 use-after-free 버그입니다. 즉, 이미 해제/할당 해제된 메모리 영역에 대한 포인터를 사용하여 데이터에 액세스하는 것입니다.<br /> +힙 할당 데이터로 작업하는 경우 Rust에 해당 메모리를 절대 회수하지 않을 것이라고 알려줌으로써 문제를 피할 수 있습니다. 의도적으로 <strong>메모리 누수</strong>를 발생시키는겁니다.</p> +<p>예를 들어 Rust의 표준 라이브러리에 있는 <code>Box::leak</code> 메서드를 사용하면 이 작업을 수행할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `u32`를 `Box`로 감싸서 힙에 할당합니다. +let x = Box::new(41u32); +// `Box::leak`을 사용하여 해당 힙 할당을 해제하지 않을 것이라고 +// Rust에 알립니다. 따라서 'static 참조를 얻을 수 있습니다. +let static_ref: &'static mut u32 = Box::leak(x); +<span class="boring">}</span></code></pre></pre> +<h2 id="데이터-유출은-프로세스-스코프에-속합니다"><a class="header" href="#데이터-유출은-프로세스-스코프에-속합니다">데이터 유출은 프로세스 스코프에 속합니다</a></h2> +<p>데이터 누출은 위험합니다. 메모리 누출이 계속되면 결국 메모리 부족 오류로 인해 메모리가 부족해지고 크래시가 발생하게됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 한동안 실행 상태로 놔두면 +// 결국 사용 가능한 메모리를 모두 사용하게 됩니다. +fn oom_trigger() { + loop { + let v: Vec<usize> = Vec::with_capacity(1024); + Box::leak(v); + } +} +<span class="boring">}</span></code></pre></pre> +<p>동시에 <code>Box::leak</code>을 통해 유출된 메모리는 완전히 잊혀지지 않습니다.<br /> +운영 체제는 각 메모리 영역을 해당 영역을 담당하는 프로세스에 매핑할 수 있습니다. 프로세스가 종료되면 운영 체제는 해당 메모리를 회수합니다.</p> +<p>이 점을 염두에 두고 다음과 같은 경우 메모리 누수가 허용될 수 있습니다:</p> +<ul> +<li>누수해야 하는 메모리 양이 유한하거나/양을 알고있을 때, 혹은</li> +<li>프로세스의 수명이 짧고 종료되기 전에 사용 가능한 메모리가 모두 소진되지 않을 것이라고 확신할 때</li> +</ul> +<p>"OS가 처리하게 하라"는 사용 사례가 허용하는 경우 완벽하게 유효한 메모리 관리 전략입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/03_leak"><code>07_threads/03_leak</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/02_static.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/04_scoped_threads.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/02_static.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/04_scoped_threads.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html" class="active"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="범위-스레드"><a class="header" href="#범위-스레드">범위 스레드</a></h1> +<p>지금까지 논의한 모든 수명 문제에는 공통된 원인이 있습니다. 즉, 생성된 스레드가 상위 스레드보다 오래 지속될 수 있다는 것입니다.<br /> +<strong>범위 스레드</strong>를 사용하면 이 문제를 피할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![1, 2, 3]; +let midpoint = v.len() / 2; + +std::thread::scope(|scope| { + scope.spawn(|| { + let first = &v[..midpoint]; + println!("Here's the first half of v: {first:?}"); + }); + scope.spawn(|| { + let second = &v[midpoint..]; + println!("Here's the second half of v: {second:?}"); + }); +}); + +println!("Here's v: {v:?}"); +<span class="boring">}</span></code></pre></pre> +<p>무슨 일이 일어나고 있는지 파헤쳐봅시다.</p> +<h2 id="scope"><a class="header" href="#scope"><code>scope</code></a></h2> +<p><code>std::thread::scope</code> 함수는 새로운 <strong>스코프</strong>를 생성합니다.<br /> +<code>std::thread::scope</code>는 단일 인수인 <code>Scope</code> 인스턴스와 함께 클로저를 인풋으로 사용합니다.</p> +<h2 id="scoped-spawns"><a class="header" href="#scoped-spawns">Scoped spawns</a></h2> +<p><code>Scope</code>는 <code>spawn</code> 메서드를 제공합니다.<br /> +<code>std::thread::spawn</code>과 달리 <code>Scope</code>를 사용하여 생성된 모든 스레드는 범위가 끝나면 <strong>자동으로 조인</strong>됩니다.</p> +<p>이전 예제를 <code>std::thread::spawn</code>으로 "번역"한다면 다음과 같을 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![1, 2, 3]; +let midpoint = v.len() / 2; + +let handle1 = std::thread::spawn(|| { + let first = &v[..midpoint]; + println!("Here's the first half of v: {first:?}"); +}); +let handle2 = std::thread::spawn(|| { + let second = &v[midpoint..]; + println!("Here's the second half of v: {second:?}"); +}); + +handle1.join().unwrap(); +handle2.join().unwrap(); + +println!("Here's v: {v:?}"); +<span class="boring">}</span></code></pre></pre> +<h2 id="환경에서-차용하기"><a class="header" href="#환경에서-차용하기">환경에서 차용하기</a></h2> +<p>하지만 번역된 예제는 컴파일되지 않습니다. 컴파일러는 수명이 <code>'static</code>이 아니기 때문에 생성된 스레드에서 <code>&v</code>를 사용할 수 없다고 불평합니다.</p> +<p>이는 <code>std::thread::scope</code>에서는 문제가 되지 않습니다. <strong>환경에서 안전하게 빌릴 수 있습니다</strong>.</p> +<p>이 예에서는 <code>v</code>가 생성 지점 앞에 생성됩니다. <code>scope</code>가 반환된 _이후_에만 삭제됩니다. 동시에 <code>scope</code> 내부에 생성된 모든 스레드는 <code>scope</code>가 반환되기 <em>전에</em> 완료가 보장되므로 댕글링 포인터가 생길 위험이 없습니다.</p> +<p>컴파일러는 불평하지 않을 것입니다!</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/04_scoped_threads"><code>07_threads/04_scoped_threads</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/03_leak.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/05_channels.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/03_leak.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/05_channels.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html" class="active"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="채널"><a class="header" href="#채널">채널</a></h1> +<p>우리가 생성한 모든 스레드는 지금까지 상당히 수명이 짧았습니다.<br /> +입력을 받고, 계산을 실행하고, 결과를 반환하고, 종료합니다.</p> +<p>티켓 관리 시스템의 경우 클라이언트-서버 아키텍처라는 다른 작업을 수행하려고 합니다.</p> +<p>우리는 상태, 저장된 티켓 관리를 담당하는 <strong>하나의 장기 실행 서버 스레드</strong>를 갖게 됩니다.</p> +<p>그러면 <strong>여러 클라이언트 스레드</strong>가 생성됩니다.<br /> +각 클라이언트는 상태를 변경(예: 새 티켓 추가)하거나 정보를 검색(예: 티켓 상태 가져오기)하기 위해 상태 저장 스레드에 <strong>명령</strong> 및 <strong>쿼리</strong>를 보낼 수 있습니다.<br /> +클라이언트 스레드들은 동시에 실행될겁니다.</p> +<h2 id="커뮤니케이션"><a class="header" href="#커뮤니케이션">커뮤니케이션</a></h2> +<p>지금까지 우리는 부모-자식 커뮤니케이션이 매우 제한적이었습니다:</p> +<ul> +<li>생성된 스레드는 상위 컨텍스트에서 데이터를 차용/소비했습니다</li> +<li>생성된 스레드는 조인 시 상위 스레드에 데이터를 반환했습니다</li> +</ul> +<p>클라이언트-서버 설계에는 이것만으로는 충분하지 않습니다.<br /> +클라이언트는 서버 스레드가 시작된 <em>후</em> 서버 스레드에 데이터를 보내고 받을 수 있어야 합니다.</p> +<p><strong>채널</strong>을 사용하여 문제를 해결할 수 있습니다.</p> +<h2 id="채널-1"><a class="header" href="#채널-1">채널</a></h2> +<p>Rust의 표준 라이브러리는 <code>std::sync::mpsc</code> 모듈에서 <strong>다중 생산자, 단일 소비자</strong>(mpsc) 채널을 제공합니다.<br /> +채널에는 제한된 채널과 무제한 채널의 두 가지 타입이 있습니다. 지금은 무제한 버전을 고수하겠지만 장단점에 대해서는 나중에 논의하겠습니다.</p> +<p>채널 생성은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::mpsc::channel; + +let (sender, receiver) = channel(); +<span class="boring">}</span></code></pre></pre> +<p>발신자와 수신자를 얻습니다.<br /> +데이터를 채널에 푸시하려면 발신자에서 <code>send</code>를 호출합니다.<br /> +채널에서 데이터를 가져오려면 수신기에서 <code>recv</code>를 호출합니다.</p> +<h3 id="여러-발신자"><a class="header" href="#여러-발신자">여러 발신자</a></h3> +<p><code>Sender</code>는 복제 가능합니다. 여러 개의 발신자를 생성할 수 있으며(예: 각 클라이언트 스레드에 대해 하나씩) 모두 동일한 채널에 데이터를 푸시합니다.</p> +<p>대신 <code>수신기</code>는 복제할 수 없습니다. 특정 채널에 대해 단일 수신기만 있을 수 있습니다.</p> +<p>이것이 <strong>mpsc</strong>(다중 생산자 단일 소비자)가 의미하는 것입니다!</p> +<h3 id="메시지-타입"><a class="header" href="#메시지-타입">메시지 타입</a></h3> +<p><code>Sender</code>와 <code>Receiver</code>는 모두 타입 매개변수 <code>T</code>로 일반화됩니다.<br /> +이것이 바로 우리 채널을 통해 전달될 수 있는 <em>메시지</em> 타입입니다.</p> +<p><code>u64</code>, 구조체, 열거형 등이 될 수 있습니다.</p> +<h3 id="에러"><a class="header" href="#에러">에러</a></h3> +<p><code>send</code>와 <code>recv</code> 모두 실패할 수 있습니다.<br /> +<code>send</code>는 수신자가 삭제된 경우 오류를 반환합니다.<br /> +모든 발신자가 삭제되고 채널이 비어 있으면 <code>recv</code>는 오류를 반환합니다.</p> +<p>즉, 사실상 채널이 닫힐 때 <code>send</code>와 <code>recv</code>는 오류를 발생시킵니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/05_channels"><code>07_threads/05_channels</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/04_scoped_threads.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/06_interior_mutability.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/04_scoped_threads.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/06_interior_mutability.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html" class="active"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar .sidebar-scrollbox'); + sidebarScrollbox.addEventListener('click', function(e) { + if (e.target.tagName === 'A') { + sessionStorage.setItem('sidebar-scroll', sidebarScrollbox.scrollTop); + } + }, { passive: true }); + var sidebarScrollTop = sessionStorage.getItem('sidebar-scroll'); + sessionStorage.removeItem('sidebar-scroll'); + if (sidebarScrollTop) { + // preserve sidebar scroll position when navigating via links within sidebar + sidebarScrollbox.scrollTop = sidebarScrollTop; + } else { + // scroll sidebar to current active section when navigating via "next/previous chapter" buttons + var activeSection = document.querySelector('#sidebar .active'); + if (activeSection) { + activeSection.scrollIntoView({ block: 'center' }); + } + } + </script> + + <div id="page-wrapper" class="page-wrapper"> + + <div class="page"> + <div id="menu-bar-hover-placeholder"></div> + <div id="menu-bar" class="menu-bar sticky"> + <div class="left-buttons"> + <label id="sidebar-toggle" class="icon-button" for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="내부-가변성interior-mutability"><a class="header" href="#내부-가변성interior-mutability">내부 가변성(Interior mutability)</a></h1> +<p><code>Sender</code>의 <code>send</code> 시그니처에 대해 잠시 생각해 봅시다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl<T> Sender<T> { + pub fn send(&self, t: T) -> Result<(), SendError<T>> { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>send</code>는 <code>&self</code>를 인수로 사용합니다.<br /> +그러나 이는 분명히 변형을 일으키고 있습니다. 즉, 채널에 새 메시지를 추가하는 것입니다. 더욱 흥미로운 점은 <code>Sender</code>가 복제 가능하다는 것입니다. 서로 다른 스레드에서 <strong>동시에</strong> 채널 상태를 수정하려고 시도하는 <code>Sender</code>의 여러 인스턴스가 있을 수 있습니다.</p> +<p>이것이 바로 우리가 클라이언트-서버 아키텍처를 구축하는 데 사용하는 핵심 속성입니다. 그런데 왜 이게 가능할까요? 차용에 관한 Rust의 규칙을 위반하지 않나요? <em>불변</em> 참조를 통해 변형을 일으킬 수 있을까요?</p> +<h2 id="불변-참조가-아닌-공유-참조"><a class="header" href="#불변-참조가-아닌-공유-참조">불변 참조가 아닌 공유 참조</a></h2> +<p>차용 검사기를 도입했을 때 우리는 Rust에서 가질 수 있는 참조 타입을 두 가지로 명명했습니다:</p> +<ul> +<li>불변 참조 (<code>&T</code>)</li> +<li>변경 가능한 참조 (<code>&mut T</code>)</li> +</ul> +<p>이런 이름을 지어주는 것이 더 정확할겁니다:</p> +<ul> +<li>공유 참조 (<code>&T</code>)</li> +<li>독점 참조 (<code>&mut T</code>)</li> +</ul> +<p>불변/변경 가능은 대부분의 경우에 작동하는 정신 모델이며 Rust를 시작하기에 좋은 모델입니다. 하지만 방금 본 것처럼 이것이 전부는 아닙니다. <code>&T</code>는 실제로 가리키는 데이터가 불변임을 보장하지 않습니다.<br /> +하지만 걱정하지 마십시오. Rust는 여전히 약속을 지키고 있습니다. 단지 용어가 처음에 보이는 것보다 조금 더 미묘하다는 것뿐입니다.</p> +<h2 id="unsafecell"><a class="header" href="#unsafecell"><code>UnsafeCell</code></a></h2> +<p>타입이 공유 참조를 통해 데이터를 변경할 수 있도록 허용할 때마다 <strong>내부 변경 가능성</strong>을 다루고 있는 것입니다.</p> +<p>기본적으로 Rust 컴파일러는 공유 참조가 불변이라고 가정합니다. 해당 가정을 기반으로 <strong>코드를 최적화</strong>합니다.<br /> +컴파일러는 작업 순서를 변경하고 값을 캐시하며 모든 종류의 마법을 수행하여 코드를 더 빠르게 만들 수 있습니다.</p> +<p>데이터를 <code>UnsafeCell</code>로 래핑하여 "아니요, 이 공유 참조는 실제로 변경 가능합니다"라고 컴파일러에 알릴 수 있습니다.<br /> +내부 가변성을 허용하는 유형을 볼 때마다 <code>UnsafeCell</code>이 직접적으로든 간접적으로든 관련되어 있음을 확신할 수 있습니다.<br /> +<code>UnsafeCell</code>, 원시 포인터 및 <code>unsafe</code> 코드를 사용하면 공유 참조를 통해 데이터를 변경할 수 있습니다.</p> +<p>하지만 분명히 해두자면 <code>UnsafeCell</code>은 차용 검사기를 무시할 수 있게 해주는 마술 지팡이가 아닙니다!<br /> +<code>unsafe</code> 코드에는 여전히 차용 및 별칭에 대한 Rust의 규칙이 적용됩니다. 이는 Rust의 타입 시스템에서 안전성을 직접 표현할 수 없는 <strong>안전한 추상화</strong>를 구축하는 데 활용할 수 있는 (고급) 도구입니다. <code>unsafe</code> 키워드를 사용할 때마다 컴파일러에게 다음과 같이 말하는 것입니다. "나는 내가 무엇을 하는지 알고 있습니다. 나는 당신의 불변성을 위반하지 않을 것입니다. 나를 믿으십시오."</p> +<p><code>unsafe</code> 함수를 호출할 때마다 <strong>안전 전제 조건</strong>을 설명하는 문서가 있을겁니다. 어떤 상황에서 <code>unsafe</code> 블록을 실행하는 것이 안전한지 설명합니다. <a href="https://doc.rust-lang.org/std/cell/struct.UnsafeCell.html"><code>std</code> 문서에서</a> <code>UnsafeCell</code>에 대한 내용을 찾을 수 있습니다.</p> +<p>이 과정에서는 <code>UnsafeCell</code>을 직접 사용하지 않을 것이며 <code>unsafe</code> 코드를 작성하지도 않을 것입니다. 하지만 그것이 존재하는지, 그것이 왜 존재하는지, 그리고 그것이 Rust에서 매일 사용하는 타입과 어떻게 관련되는지를 아는 것이 중요합니다.</p> +<h2 id="주요-사례"><a class="header" href="#주요-사례">주요 사례</a></h2> +<p>내부 가변성을 활용하는 몇 가지 중요한 <code>std</code> 타입을 살펴보겠습니다.<br /> +이는 Rust 코드에서 다소 자주 접하게 될 유형입니다. 특히 사용하는 일부 라이브러리의 내부를 들여다보면 더욱 그렇습니다.</p> +<h3 id="참조-카운팅"><a class="header" href="#참조-카운팅">참조 카운팅</a></h3> +<p><code>Rc</code>는 참조 카운트 포인터입니다.<br /> +이는 값을 둘러싸며 해당 값에 대한 참조 수를 추적합니다. 마지막 참조가 삭제되면 값의 할당이 취소됩니다.<br /> +<code>Rc</code>에 포함된 값은 변경할 수 없습니다: 값에 대한 공유 참조만 얻을 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::rc::Rc; + +let a: Rc<String> = Rc::new("My string".to_string()); +// 문자열 데이터에 대한 참조는 하나만 존재합니다. +assert_eq!(Rc::strong_count(&a), 1); + +// `clone`을 호출하면 문자열 데이터가 복사되지 않습니다! +// 대신 `Rc`에 대한 참조 횟수가 증가합니다. +let b = Rc::clone(&a); +assert_eq!(Rc::strong_count(&a), 2); +assert_eq!(Rc::strong_count(&b), 2); +// ^ `a`와 `b`는 모두 동일한 문자열 데이터를 가리키며 +// 동일한 참조 카운터를 공유합니다. +<span class="boring">}</span></code></pre></pre> +<p><code>Rc</code>는 내부적으로 <code>UnsafeCell</code>을 사용하여 공유 참조가 참조 카운트를 늘리거나 줄일 수 있도록 합니다.</p> +<h3 id="refcell"><a class="header" href="#refcell"><code>RefCell</code></a></h3> +<p>RefCell은 Rust의 내부 가변성의 가장 일반적인 예 중 하나입니다. <code>RefCell</code> 자체에 대한 불변 참조만 있는 경우에도 <code>RefCell</code>에 래핑된 값을 변경할 수 있습니다.</p> +<p>이는 <strong>런타임 차용 검사</strong>를 통해 수행됩니다. <code>RefCell</code>은 런타임에 포함된 값에 대한 참조 수(및 타입)를 추적합니다. 이미 불변적으로 빌린 값을 변경 가능하게 빌리려고 하면 프로그램은 패닉 상태가 되어 Rust의 차용 규칙이 항상 시행되도록 합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::cell::RefCell; + +let x = RefCell::new(42); + +let y = x.borrow(); // 불변 차용 +let z = x.borrow_mut(); // 패닉! 이미 불변 차용이 존재합니다. +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/06_interior_mutability"><code>07_threads/06_interior_mutability</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/05_channels.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/07_ack.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/05_channels.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/07_ack.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/07_threads/07_ack.html b/ko/07_threads/07_ack.html new file mode 100644 index 0000000000000000000000000000000000000000..e54fe6c9d0ffebe156e47b4dad7cc0cade3d9594 --- /dev/null +++ b/ko/07_threads/07_ack.html @@ -0,0 +1,240 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Ack 패턴 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html" class="active"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="양방향-통신"><a class="header" href="#양방향-통신">양방향 통신</a></h1> +<p>현재 클라이언트-서버 구현에서 통신은 클라이언트에서 서버로 한 방향으로 흐릅니다.<br /> +클라이언트는 서버가 메시지를 받았는지, 성공적으로 실행했는지, 실패했는지 알 수 없습니다. 그것은 이상적이지 않습니다.</p> +<p>이 문제를 해결하기 위해 양방향 통신 시스템을 도입할 수 있습니다.</p> +<h2 id="응답-채널"><a class="header" href="#응답-채널">응답 채널</a></h2> +<p>서버가 클라이언트에 응답을 다시 보낼 수 있는 방법이 필요합니다.<br /> +이를 수행하는 방법은 다양하지만 가장 간단한 옵션은 클라이언트가 서버에 보내는 메시지에 <code>Sender</code> 채널을 포함시키는 것입니다. 메시지를 처리한 후 서버는 이 채널을 사용하여 클라이언트에 응답을 다시 보낼 수 있습니다.</p> +<p>이는 메시지 전달 기본 요소를 기반으로 구축된 Rust 애플리케이션에서 상당히 일반적인 패턴입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/07_ack"><code>07_threads/07_ack</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/06_interior_mutability.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/08_client.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/06_interior_mutability.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/08_client.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/07_threads/08_client.html b/ko/07_threads/08_client.html new file mode 100644 index 0000000000000000000000000000000000000000..040d3c606a3310ff8c0a037998d1339e3e1640d4 --- /dev/null +++ b/ko/07_threads/08_client.html @@ -0,0 +1,235 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>클라이언트 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html" class="active"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html" class="active"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="제한된-채널과-무제한-채널"><a class="header" href="#제한된-채널과-무제한-채널">제한된 채널과 무제한 채널</a></h1> +<p>지금까지 우리는 무제한 채널을 사용해 왔습니다.<br /> +원하는 만큼 많은 메시지를 보낼 수 있으며 채널은 메시지를 수용할 수 있도록 커집니다.<br /> +다중 생산자 단일 소비자 시나리오에서 이는 문제가 될 수 있습니다. 생산자가 소비자가 처리할 수 있는 것보다 더 빠른 속도로 메시지를 대기열에 넣으면 채널이 계속 성장하여 잠재적으로 사용 가능한 모든 메모리를 소비하게 됩니다.</p> +<p>우리의 권장 사항은 프로덕션 시스템에서 무제한 채널을 <strong>절대로</strong> 사용하지 않는 것입니다.<br /> +<strong>바운드 채널</strong>을 사용하여 대기열에 추가할 수 있는 메시지 수에 대한 상한을 항상 적용해야 합니다.</p> +<h2 id="제한-채널bounded-channels"><a class="header" href="#제한-채널bounded-channels">제한 채널(Bounded channels)</a></h2> +<p>제한된 채널에는 고정된 용량이 있습니다.<br /> +0보다 큰 용량으로 <code>sync_channel</code>을 호출하여 채널을 생성할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::mpsc::sync_channel; + +let (sender, receiver) = sync_channel(10); +<span class="boring">}</span></code></pre></pre> +<p><code>receiver</code>는 이전과 동일한 타입인 <code>Receiver<T></code>를 갖습니다.<br /> +대신 <code>sender</code>는 <code>SyncSender<T></code>의 인스턴스입니다.</p> +<h3 id="메시지-보내기"><a class="header" href="#메시지-보내기">메시지 보내기</a></h3> +<p><code>SyncSender</code>를 통해 메시지를 보내는 방법에는 두 가지가 있습니다:</p> +<ul> +<li><code>send</code>: 채널에 공간이 있으면 메시지를 대기열에 추가하고 <code>Ok(())</code>를 반환합니다.<br /> +채널이 가득 차면 사용 가능한 공간이 생길 때까지 차단하고 기다립니다.</li> +<li><code>try_send</code>: 채널에 공간이 있으면 메시지를 대기열에 추가하고 <code>Ok(())</code>를 반환합니다.<br /> +채널이 꽉 차면 <code>Err(TrySendError::Full(value))</code>를 반환합니다. 여기서 <code>value</code>는 전송할 수 없는 메시지입니다.</li> +</ul> +<p>케이스에 따라 둘 중 하나를 골라 사용하면 됩니다.</p> +<h3 id="배압"><a class="header" href="#배압">배압</a></h3> +<p>제한된 채널을 사용하는 주요 이점은 <strong>배압</strong> 형태를 제공한다는 것입니다.<br /> +소비자가 따라잡을 수 없으면 생산자가 속도를 늦추도록 강요합니다. 그런 다음 배압이 시스템을 통해 전파되어 잠재적으로 전체 아키텍처에 영향을 미치고 최종 사용자가 요청으로 시스템을 압박하는 것을 방지할 수 있습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/09_bounded"><code>07_threads/09_bounded</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/08_client.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/10_patch.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/08_client.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/10_patch.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html" class="active"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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+ <label id="sidebar-toggle" class="icon-button" for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="업데이트-작업"><a class="header" href="#업데이트-작업">업데이트 작업</a></h1> +<p>지금까지 우리는 삽입 및 검색 작업만 구현했습니다.<br /> +업데이트 작업을 제공하기 위해 시스템을 어떻게 확장할 수 있는지 살펴보겠습니다.</p> +<h2 id="레거시-업데이트"><a class="header" href="#레거시-업데이트">레거시 업데이트</a></h2> +<p>스레드되지 않은 시스템 버전에서는 업데이트가 매우 간단했습니다. <code>TicketStore</code>는 호출자가 티켓에 대한 변경 가능한 참조를 얻은 다음 이를 수정할 수 있도록 하는 <code>get_mut</code> 메서드를 제공했습니다.</p> +<h2 id="멀티스레드-업데이트"><a class="header" href="#멀티스레드-업데이트">멀티스레드 업데이트</a></h2> +<p>변경 가능한 참조를 채널을 통해 전송해야 하기 때문에 현재 멀티 스레드 버전에서는 동일한 전략이 작동하지 않습니다. 차용 검사기는 <code>&mut Ticket</code>이 <code>SyncSender::send</code>의 <code>'static</code> 수명 요구 사항을 충족하지 않기 때문에 우리를 막을 것입니다.</p> +<p>이 제한 사항을 해결하는 방법에는 몇 가지가 있습니다. 다음 연습에서는 그 중 몇 가지를 살펴보겠습니다.</p> +<h3 id="패치"><a class="header" href="#패치">패치</a></h3> +<p>채널을 통해 <code>&mut Ticket</code>을 보낼 수 없으므로 클라이언트 측에서 변경할 수 없습니다.<br /> +서버 측에서 변경할 순 없을까요?</p> +<p>변경해야 할 사항을 서버에 알리면 가능합니다. 즉, 서버에 <strong>패치</strong>를 보내는 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct TicketPatch { + id: TicketId, + title: Option<TicketTitle>, + description: Option<TicketDescription>, + status: Option<TicketStatus>, +} +<span class="boring">}</span></code></pre></pre> +<p><code>id</code> 필드는 업데이트해야 하는 티켓을 식별하는 데 필요하므로 필수입니다.<br /> +다른 모든 필드는 선택사항입니다:</p> +<ul> +<li>필드가 <code>None</code>인 경우 해당 필드를 변경해서는 안 된다는 의미입니다.</li> +<li>필드가 <code>Some(value)</code>인 경우 해당 필드가 <code>value</code>로 변경되어야 함을 의미합니다.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/10_patch"><code>07_threads/10_patch</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/09_bounded.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/11_locks.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/09_bounded.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/11_locks.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/07_threads/11_locks.html b/ko/07_threads/11_locks.html new file mode 100644 index 0000000000000000000000000000000000000000..205fce2c6cda4c07f03056361d7c7cc0fced9310 --- /dev/null +++ b/ko/07_threads/11_locks.html @@ -0,0 +1,385 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Mutex, Send 그리고 Arc - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html" class="active"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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+ <label id="sidebar-toggle" class="icon-button" for="sidebar-toggle-anchor" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar"> + <i class="fa fa-bars"></i> + </label> + <button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="locks-send-그리고-arc"><a class="header" href="#locks-send-그리고-arc">Locks, <code>Send</code> 그리고 <code>Arc</code></a></h1> +<p>방금 구현한 패치 전략에는 큰 단점이 있습니다. 바로 경쟁 조건이 발생할 수 있다는 것입니다.<br /> +두 클라이언트가 거의 동시에 동일한 티켓에 대한 패치를 보내는 경우 서버는 이를 임의의 순서로 적용합니다. 패치를 마지막으로 대기열에 추가하는 사람은 다른 클라이언트의 변경 사항을 덮어쓰게 됩니다.</p> +<h2 id="버전-번호"><a class="header" href="#버전-번호">버전 번호</a></h2> +<p><strong>버전 번호</strong>를 사용하여 이 문제를 해결할 수 있습니다.<br /> +각 티켓에는 생성 시 <code>0</code>으로 설정된 버전 번호가 할당됩니다.<br /> +클라이언트가 패치를 보낼 때마다 원하는 변경 사항과 함께 티켓의 현재 버전 번호를 포함해야 합니다. 서버는 버전 번호가 저장된 버전 번호와 일치하는 경우에만 패치를 적용합니다.</p> +<p>위에 설명된 시나리오에서 서버는 두 번째 패치를 거부합니다. 버전 번호가 첫 번째 패치에 의해 증가되어 두 번째 클라이언트가 보낸 버전 번호와 일치하지 않기 때문입니다.</p> +<p>이 접근 방식은 분산 시스템(예: 클라이언트와 서버가 메모리를 공유하지 않는 경우)에서 매우 일반적이며 <strong>낙관적 동시성 제어</strong>라고 알려져 있습니다.<br /> +대부분의 경우 충돌이 발생하지 않으므로 일반적인 경우에 맞게 최적화할 수 있다는 아이디어입니다. 당신은 원한다면 보너스 연습으로 이 전략을 스스로 구현할 수 있을 만큼 Rust에 대해 충분히 알고 있습니다.</p> +<h2 id="잠금"><a class="header" href="#잠금">잠금</a></h2> +<p><strong>잠금</strong>을 도입하여 경쟁 조건을 수정할 수도 있습니다.<br /> +클라이언트가 티켓을 업데이트하려고 할 때마다 먼저 티켓에 대한 잠금을 획득해야 합니다. 잠금이 활성화되어 있는 동안에는 다른 클라이언트가 티켓을 수정할 수 없습니다.</p> +<p>Rust의 표준 라이브러리는 <code>Mutex<T></code>와 <code>RwLock<T></code>라는 두 가지 잠금 기본 요소를 제공합니다.<br /> +<code>Mutex<T></code>부터 시작해 보겠습니다. 이는 <strong>mut</strong>ual <strong>ex</strong>clusion(상호 배제)을 의미하며 가장 간단한 종류의 잠금입니다. 읽기용이든 쓰기용이든 관계없이 하나의 스레드만 데이터에 액세스할 수 있도록 허용합니다.</p> +<p><code>Mutex<T></code>는 보호하는 데이터를 래핑하므로 데이터 타입으로 일반화됩니다.<br /> +데이터에 직접 액세스할 수는 없습니다. 타입 시스템은 <code>Mutex::lock</code> 또는 <code>Mutex::try_lock</code>을 사용하여 먼저 잠금을 획득하도록 강제합니다. 전자는 잠금을 획득할 때까지 차단하고 후자는 잠금을 획득할 수 없는 경우 오류와 함께 즉시 반환합니다.<br /> +두 메서드 모두 데이터를 역참조하는 가드 개체를 반환하므로 데이터를 수정할 수 있습니다. 가드를 삭제하면 잠금이 해제됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::Mutex; + +// 뮤텍스 잠금으로 보호되는 정수 +let lock = Mutex::new(0); + +// 뮤텍스에 대한 잠금을 획득합니다 +let mut guard = lock.lock().unwrap(); + +// `Deref` 구현을 활용하여 가드를 +// 통해 데이터를 수정합니다 +*guard += 1; + +// `data`가 스코프를 벗어날 때 잠금이 해제됩니다 +// 이는 가드를 삭제하여 명시적으로 수행할 수도 있고 +// 가드가 스코프를 벗어날 때 암시적으로 발생할 수 있습니다 +drop(guard) +<span class="boring">}</span></code></pre></pre> +<h2 id="잠금-세분성"><a class="header" href="#잠금-세분성">잠금 세분성</a></h2> +<p><code>Mutex</code>는 무엇을 감싸야 할까요?<br /> +가장 간단한 옵션은 전체 <code>TicketStore</code>를 하나의 <code>Mutex</code>로 묶는 것입니다.<br /> +이는 작동하지만 시스템 성능을 심각하게 제한합니다. 모든 읽기는 잠금이 해제될 때까지 기다려야 하기 때문에 티켓을 병렬로 읽을 수 없습니다.<br /> +이를 <strong>대략적인 잠금</strong>이라고 합니다.</p> +<p>각 티켓이 자체 잠금으로 보호되는 <strong>세밀한 잠금</strong>을 사용하는 것이 더 좋습니다. 이렇게 하면 클라이언트는 동일한 티켓에 액세스하려고 시도하지 않는 한 티켓 작업을 계속해서 병렬로 수행할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 각 티켓에 대한 잠금 장치가 있는 새로운 구조 +struct TicketStore { + tickets: BTreeMap<TicketId, Mutex<Ticket>>, +} +<span class="boring">}</span></code></pre></pre> +<p>이 접근 방식은 더 효율적이지만 단점도 있습니다: <code>TicketStore</code>가 시스템의 멀티스레드 특성을 <strong>인지</strong>해야 합니다. 지금까지 <code>TicketStore</code>는 스레드의 존재를 신경 쓰지 않고 있었습니다. 일단 한번 해봅시다.</p> +<h2 id="누가-lock을-걸고있나요"><a class="header" href="#누가-lock을-걸고있나요">누가 lock을 걸고있나요?</a></h2> +<p>전체 체계가 작동하려면 티켓을 수정하려는 클라이언트에 잠금을 전달해야 합니다.<br /> +그런 다음 클라이언트는 티켓을 직접 수정하고(<code>&mut 티켓</code>이 있는 것처럼) 작업이 완료되면 잠금을 해제할 수 있습니다.</p> +<p>이것은 약간 까다롭습니다.<br /> +<code>Mutex</code>는 <code>Clone</code>이 아니고 <code>TicketStore</code> 밖으로 이동할 수 없기 때문에 채널을 통해 <code>Mutex<Ticket></code>을 보낼 수 없습니다. 대신 <code>MutexGuard</code>를 보낼 수 있나요?</p> +<p>작은 예를 통해 아이디어를 테스트해 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust">use std::thread::spawn; +use std::sync::Mutex; +use std::sync::mpsc::sync_channel; + +fn main() { + let lock = Mutex::new(0); + let (sender, receiver) = sync_channel(1); + let guard = lock.lock().unwrap(); + + spawn(move || { + receiver.recv().unwrap();; + }); + + // 채널을 통해 가드를 + // 다른 스레드로 보내려고 합니다 + sender.send(guard); +}</code></pre></pre> +<p>컴파일러는 이 코드에 만족하지 않습니다:</p> +<pre><code class="language-text">error[E0277]: `MutexGuard<'_, i32>` cannot be sent between threads safely + --> src/main.rs:10:7 + | +10 | spawn(move || { + | _-----_^ + | | | + | | required by a bound introduced by this call +11 | | receiver.recv().unwrap();; +12 | | }); + | |_^ `MutexGuard<'_, i32>` cannot be sent between threads safely + | + = help: the trait `Send` is not implemented for `MutexGuard<'_, i32>`, which is required by `{closure@src/main.rs:10:7: 10:14}: Send` + = note: required for `std::sync::mpsc::Receiver<MutexGuard<'_, i32>>` to implement `Send` +note: required because it's used within this closure +</code></pre> +<p><code>MutexGuard<'_, i32></code>는 <code>Send</code>가 아니랍니다. 무슨 뜻일까요?</p> +<h2 id="send"><a class="header" href="#send"><code>Send</code></a></h2> +<p><code>Send</code>는 타입이 한 스레드에서 다른 스레드로 안전하게 전송될 수 있음을 나타내는 마커 트레잇입니다. <code>Send</code>는 <code>Sized</code>처럼 자동 트레잇이기도 합니다. 컴파일러가 타입의 정의를 기반으로 자동으로 구현하거나 구현하지 않기도 합니다. <code>Send</code>를 직접 구현할 수도 있지만, 이 경우 <code>unsafe</code>가 필요합니다. 이는 컴파일러가 자동으로 확인할 수 없는 이유로 타입이 스레드 간에 안전하게 전송될 수 있음을 보장해야 하기 때문입니다.</p> +<h3 id="채널-요구-사항"><a class="header" href="#채널-요구-사항">채널 요구 사항</a></h3> +<p><code>Sender<T></code>, <code>SyncSender<T></code> 및 <code>Receiver<T></code>는 <code>T</code>가 <code>Send</code>인 경우에만 <code>Send</code>입니다.<br /> +스레드 간에 값을 보내는 데 사용되며, 값 자체가 <code>Send</code>가 아닌 경우 스레드 간에 전송하는 것이 안전하지 않기 때문입니다.</p> +<h3 id="mutexguard"><a class="header" href="#mutexguard"><code>MutexGuard</code></a></h3> +<p><code>MutexGuard</code>는 <code>Mutex</code>가 잠금을 구현하는 데 사용하는 기본 운영 체제 프리미티브가 (일부 플랫폼에서) 잠금을 획득한 동일한 스레드에 의해 잠금을 해제해야 하기 때문에 <code>Send</code>가 아닙니다.<br /> +다른 스레드에 <code>MutexGuard</code>를 보내면 다른 스레드에 의해 잠금이 해제되어 정의되지 않은 동작이 발생하게 됩니다.</p> +<h2 id="도전과제"><a class="header" href="#도전과제">도전과제</a></h2> +<p>요약하면 다음과 같습니다:</p> +<ul> +<li>채널을 통해 <code>MutexGuard</code>를 보낼 수 없습니다. 따라서 서버 측을 잠근 다음 클라이언트 측에서 티켓을 수정할 수 없습니다.</li> +<li>보호하는 데이터가 <code>Send</code>인 한 <code>Send</code>이기 때문에 채널을 통해 <code>Mutex</code>를 보낼 수 있습니다. 이는 <code>Ticket</code>의 경우입니다. 동시에 <code>TicketStore</code>에서 <code>Mutex</code>를 이동하거나 복제할 수 없습니다.</li> +</ul> +<p>이 수수께끼를 어떻게 해결할 수 있을까요?<br /> +우리는 다른 각도에서 문제를 볼 필요가 있습니다. <code>Mutex</code>를 잠글 때 값을 소유 할 필요가 없습니다. <code>Mutex</code>는 내부 가변성을 사용하므로 공유 참조로 충분합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl<T> Mutex<T> { + // `self`가 아니라 `&self`! + pub fn lock(&self) -> LockResult<MutexGuard<'_, T>> { + // 세부 구현 + } +} +<span class="boring">}</span></code></pre></pre> +<p>따라서 클라이언트에 공유 참조를 보내는 것으로 충분합니다.<br /> +하지만 참조는 <code>'static</code>이어야 하는데 그렇지 않기 때문에 직접적으로 그렇게 할 수는 없습니다.<br /> +어떤 면에서는 "소유된 공유 참조"가 필요합니다. Rust에는 <code>Arc</code>라는 우리 목적에 맞는 타입이 있습니다.</p> +<h2 id="우리를-구원해줄-arc"><a class="header" href="#우리를-구원해줄-arc">우리를 구원해줄 <code>Arc</code></a></h2> +<p><code>Arc</code>는 <strong>원자 참조 카운팅</strong>을 의미합니다.<br /> +<code>Arc</code>는 값을 감싸고 해당 값에 대한 참조가 얼마나 많이 존재하는지 추적합니다. 마지막 참조가 삭제되면 값의 할당이 취소됩니다.<br /> +<code>Arc</code>에 포함된 값은 변경할 수 없습니다. 이에 대한 공유 참조만 얻을 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::Arc; + +let data: Arc<u32> = Arc::new(0); +let data_clone = Arc::clone(&data); + +// `Arc<T>`는 `Deref<T>`를 구현하므로 +// deref coercion을 사용하여 `&Arc<T>`를 `&T`로 변환할 수 있습니다 +let data_ref: &u32 = &data; +<span class="boring">}</span></code></pre></pre> +<p>데자뷰를 겪고 계시다면 맞습니다. <code>Arc</code>는 내부 가변성에 대해 이야기할 때 소개한 참조 카운트 포인터인 <code>Rc</code>와 매우 유사해 보입니다. 차이점은 스레드 안전성입니다. <code>Rc</code>는 <code>Send</code>가 아니지만 <code>Arc</code>는 그렇습니다. 이는 참조 카운트가 구현되는 방식으로 요약됩니다. <code>Rc</code>는 "일반" 정수를 사용하는 반면, <code>Arc</code>는 스레드 간에 안전하게 공유되고 수정될 수 있는 <strong>원자</strong> 정수를 사용합니다.</p> +<h2 id="arcmutext"><a class="header" href="#arcmutext"><code>Arc<Mutex<T>></code></a></h2> +<p><code>Arc</code>와 <code>Mutex</code>를 쌍으로 사용하면 마침내 다음과 같은 타입을 얻게 됩니다:</p> +<ul> +<li>다음과 같은 이유로 스레드 간에 전송될 수 있습니다: +<ul> +<li><code>T</code>가 <code>Send</code>이면 <code>Arc</code>는 <code>Send</code>이고</li> +<li><code>T</code>가 <code>Send</code>이면 <code>Mutex</code>는 <code>Send</code>입니다.</li> +<li><code>T</code>는 <code>Ticket</code>, 즉 <code>Send</code>입니다.</li> +</ul> +</li> +<li><code>T</code>가 무엇이든 <code>Arc</code>는 <code>Clone</code>이기 때문에 복제될 수 있습니다. <code>Arc</code>를 복제하면 참조 카운트가 증가하지만 데이터는 복사되지 않습니다.</li> +<li><code>Arc</code>를 사용하면 잠금을 획득하는 데 사용할 수 있는 <code>Mutex<T></code>에 대한 공유 참조를 얻을 수 있으므로 래핑된 데이터를 수정하는 데 사용할 수 있습니다.</li> +</ul> +<p>우리는 티켓 스토어의 잠금 전략을 구현하는 데 필요한 모든 요소를 갖추고 있습니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>이 과정에서는 원자 연산에 대한 세부 사항을 다루지 않지만 <a href="https://doc.rust-lang.org/std/sync/atomic/index.html"><code>std</code> 문서</a>와 <a href="https://marabos.nl/atomics/">"Rust atomics and locks" book</a> 책에서 더 많은 정보를 찾을 수 있습니다.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/11_locks"><code>07_threads/11_locks</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/10_patch.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/12_rw_lock.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/10_patch.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/12_rw_lock.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html" class="active"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="readers와-writers"><a class="header" href="#readers와-writers">Readers와 writers</a></h1> +<p>새로운 <code>TicketStore</code>는 작동하지만 읽기 성능은 좋지 않습니다. <code>Mutex<T></code>는 리더와 라이터를 구별하지 않기 때문에 특정 티켓을 한 번에 하나의 클라이언트만 읽을 수 있습니다.</p> +<p>다른 잠금 기본 요소인 <code>RwLock<T></code>를 사용하여 문제를 해결할 수 있습니다.<br /> +<code>RwLock<T></code>는 <strong>읽기-쓰기 잠금</strong>을 나타냅니다. <strong>여러 리더</strong>가 동시에 데이터에 액세스할 수 있지만 한 번에 한 명의 라이터만 액세스할 수 있습니다.</p> +<p><code>RwLock<T></code>에는 잠금을 획득하는 두 가지 방법, <code>읽기</code>와 <code>쓰기</code>가 있습니다.<br /> +<code>read</code>는 데이터를 읽을 수 있는 가드를 반환하고, <code>write</code>는 데이터를 수정할 수 있는 가드를 반환합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::RwLock; + +// 읽기-쓰기 잠금으로 보호되는 정수 +let lock = RwLock::new(0); + +// RwLock에 대한 읽기 잠금을 획득합니다 +let guard1 = lock.read().unwrap(); + +// 첫 번째 읽기 잠금이 아직 활성화되어 있는 동안 +// **두 번째** 읽기 잠금을 획득합니다 +let guard2 = lock.read().unwrap(); +<span class="boring">}</span></code></pre></pre> +<h2 id="장단점"><a class="header" href="#장단점">장단점</a></h2> +<p>표면적으로 <code>RwLock<T></code>는 당연한 것처럼 보입니다. 이는 <code>Mutex<T></code> 기능의 상위 집합을 제공합니다. <code>RwLock<T></code>를 사용할 수 있는데 왜 <code>Mutex<T></code>를 사용할까요?</p> +<p>두 가지 주요 이유가 있습니다:</p> +<ul> +<li><code>RwLock<T></code>을 잠그는 것은 <code>Mutex<T></code>를 잠그는 것보다 비용이 더 많이 듭니다.<br /> +이는 <code>RwLock<T></code>이 활성 판독기와 기록기의 수를 추적해야 하는 반면 <code>Mutex<T></code>는 잠금이 유지되는지 여부만 추적하면 되기 때문입니다. 이 성능 오버헤드는 작성기보다 판독기가 더 많은 경우 문제가 되지 않지만 작업 부하가 쓰기가 많은 경우 <code>Mutex<T></code>가 더 나은 선택일 수 있습니다.</li> +<li><code>RwLock<T></code>는 <strong>작성기 기아</strong>를 유발할 수 있습니다.<br /> +잠금을 획득하기 위해 대기하는 판독기가 항상 있는 경우 작성자는 실행할 기회를 얻지 못할 수도 있습니다.<br /> +<code>RwLock<T></code>는 판독기와 기록기에게 잠금에 대한 액세스 권한이 부여되는 순서에 대해 어떠한 보장도 제공하지 않습니다. 이는 기본 OS에서 구현하는 정책에 따라 달라지며, 이는 작성자에게 공평하지 않을 수 있습니다.</li> +</ul> +<p>우리의 경우 작업량이 읽기 중심일 것으로 예상할 수 있으므로(대부분의 클라이언트는 티켓을 수정하지 않고 읽기 때문에) <code>RwLock<T></code>을 선택하는 것이 좋습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/12_rw_lock"><code>07_threads/12_rw_lock</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/11_locks.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/13_without_channels.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/11_locks.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/13_without_channels.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html" class="active"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="디자인-리뷰"><a class="header" href="#디자인-리뷰">디자인 리뷰</a></h1> +<p>잠시 우리가 겪어온 여정을 되돌아보겠습니다.</p> +<h2 id="채널-직렬화를-통한-잠금-없음"><a class="header" href="#채널-직렬화를-통한-잠금-없음">채널 직렬화를 통한 잠금 없음</a></h2> +<p>사용된 멀티스레드 티켓 저장소의 첫 번째 구현은 다음과 같습니다:</p> +<ul> +<li>공유 상태를 유지하기 위한 단일 수명이 긴 스레드(서버)</li> +<li>여러 클라이언트가 자체 스레드의 채널을 통해 요청을 보냅니다.</li> +</ul> +<p>서버가 상태를 수정하는 유일한 서버였으므로 상태 잠금이 필요하지 않았습니다. 그 이유는 "받은 편지함" 채널이 들어오는 요청을 자연스럽게 <strong>직렬화</strong>했기 때문입니다. 서버는 요청을 하나씩 처리합니다.<br /> +패치 동작과 관련하여 이 접근 방식의 한계에 대해 이미 논의했지만 원래 설계의 성능 영향에 대해서는 논의하지 않았습니다. 서버는 읽기를 포함하여 한 번에 하나의 요청만 처리할 수 있었습니다.</p> +<h2 id="세분화된-잠금"><a class="header" href="#세분화된-잠금">세분화된 잠금</a></h2> +<p>그런 다음 각 티켓이 자체 잠금으로 보호되고 클라이언트가 티켓을 읽을지 또는 원자적으로 수정할지 여부를 독립적으로 결정하여 적절한 잠금을 획득할 수 있는 보다 정교한 디자인으로 전환했습니다.</p> +<p>이 디자인은 더 나은 병렬 처리를 허용하지만(즉, 여러 클라이언트가 동시에 티켓을 읽을 수 있음) 기본적으로는 여전히 <strong>직렬</strong>입니다. 즉, 서버가 명령을 하나씩 처리합니다. 특히 클라이언트에게 하나씩 잠금을 전달합니다.</p> +<p>채널을 완전히 제거하고 클라이언트가 액세스를 동기화하기 위해 잠금에만 의존하여 <code>TicketStore</code>에 직접 액세스할 수 있도록 허용할 수 있습니까?</p> +<h2 id="채널-삭제"><a class="header" href="#채널-삭제">채널 삭제</a></h2> +<p>해결해야 할 두 가지 문제가 있습니다:</p> +<ul> +<li>스레드 간에 <code>TicketStore</code> 공유</li> +<li>스토어에 대한 액세스 동기화</li> +</ul> +<h3 id="스레드-간에-ticketstore-공유"><a class="header" href="#스레드-간에-ticketstore-공유">스레드 간에 <code>TicketStore</code> 공유</a></h3> +<p>우리는 모든 스레드가 동일한 상태를 참조하기를 원합니다. 그렇지 않으면 실제로는 멀티스레드 시스템이 아닙니다. 단지 여러 단일 스레드 시스템을 병렬로 실행하는 것뿐입니다.<br /> +스레드 간에 잠금을 공유하려고 할 때 이미 이 문제에 직면했습니다. <code>Arc</code>를 사용하면 됩니다.</p> +<h3 id="스토어에-대한-액세스-동기화"><a class="header" href="#스토어에-대한-액세스-동기화">스토어에 대한 액세스 동기화</a></h3> +<p>채널에서 제공하는 직렬화 덕분에 여전히 잠금이 해제된 상호 작용이 하나 있습니다. 바로 매장에서 티켓을 삽입(또는 제거)하는 것입니다.<br /> +채널을 제거하는 경우 <code>TicketStore</code> 자체에 대한 액세스를 동기화하기 위해 (또 다른) 잠금이 필요합니다.</p> +<p><code>Mutex</code>를 사용하는 경우 각 티켓에 추가 <code>RwLock</code>을 사용하는 것은 의미가 없습니다. <code>Mutex</code>는 이미 전체 매장에 대한 액세스를 직렬화하므로 어쨌든 티켓을 병렬로 읽을 수 없습니다. .<br /> +대신 <code>RwLock</code>을 사용하면 티켓을 병렬로 읽을 수 있습니다. 티켓을 삽입하거나 제거하는 동안 모든 읽기를 일시 중지하면 됩니다.</p> +<p>이 접근 방식을 따라가봅시다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/13_without_channels"><code>07_threads/13_without_channels</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/12_rw_lock.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/14_sync.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/12_rw_lock.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../07_threads/14_sync.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html" class="active"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="sync"><a class="header" href="#sync"><code>Sync</code></a></h1> +<p>이 장을 마무리하기 전에 Rust 표준 라이브러리의 또 다른 핵심 트레잇인 <code>Sync</code>에 대해 이야기해 보겠습니다.</p> +<p><code>Sync</code>는 <code>Send</code>와 마찬가지로 오토 트레잇입니다.<br /> +스레드 간에 안전하게 <strong>공유</strong>할 수 있는 모든 타입에 대해 자동으로 구현됩니다.</p> +<p>즉, <code>T: Sync</code>는 <code>&T</code>가 <code>Send</code>임을 의미합니다.</p> +<h2 id="sync는-send를-뜻하는게-아닙니다"><a class="header" href="#sync는-send를-뜻하는게-아닙니다"><code>Sync</code>는 <code>Send</code>를 뜻하는게 아닙니다</a></h2> +<p><code>Sync</code>는 <code>Send</code>를 의미하지 않는다는 점에 유의하는 것이 중요합니다.<br /> +예를 들어 <code>MutexGuard</code>는 <code>Send</code>가 아니지만 <code>Sync</code>입니다.</p> +<p>잠금을 획득한 동일한 스레드에서 잠금을 해제해야 하기 때문에 <code>Send</code>가 아닙니다. 따라서 <code>MutexGuard</code>가 다른 스레드에서 삭제되는 것을 원하지 않습니다.<br /> +그러나 다른 스레드에 <code>&MutexGuard</code>를 제공해도 잠금이 해제되는 위치에는 영향을 미치지 않기 때문에 이는 <code>Sync</code>입니다.</p> +<h2 id="send는-sync를-뜻하지-않습니다"><a class="header" href="#send는-sync를-뜻하지-않습니다"><code>Send</code>는 <code>Sync</code>를 뜻하지 않습니다</a></h2> +<p>그 반대도 마찬가지입니다. <code>Send</code>는 <code>Sync</code>를 뜻하지 않습니다.<br /> +예를 들어 <code>RefCell<T></code>는 <code>Send</code>(<code>T</code>가 <code>Send</code>인 경우)이지만 <code>Sync</code>는 아닙니다.</p> +<p><code>RefCell<T></code>는 런타임 차용 검사를 수행하지만 차용을 추적하는 데 사용하는 카운터는 스레드로부터 안전하지 않습니다. 따라서 <code>&RefCell</code>을 보유하는 여러 스레드가 있으면 데이터 경쟁이 발생하고 잠재적으로 여러 스레드가 동일한 데이터에 대한 변경 가능한 참조를 얻게 됩니다. 따라서 <code>RefCell</code>은 <code>Sync</code>가 아닙니다.<br /> +대신 <code>Send</code> 맞습니다. 왜냐하면 <code>RefCell</code>을 다른 스레드로 보낼 때 포함된 데이터에 대한 참조를 남기지 않고 동시에 변경 가능한 액세스가 발생할 위험이 없기 때문입니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/14_sync"><code>07_threads/14_sync</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/13_without_channels.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/00_intro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/13_without_channels.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/00_intro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/08_futures/00_intro.html b/ko/08_futures/00_intro.html new file mode 100644 index 0000000000000000000000000000000000000000..d4e016bdc8d3adde914b4e36cf9753ca73d8d386 --- /dev/null +++ b/ko/08_futures/00_intro.html @@ -0,0 +1,242 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Futures - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html" class="active"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="비동기-러스트"><a class="header" href="#비동기-러스트">비동기 러스트</a></h1> +<p>스레드가 Rust에서 동시성 프로그램을 작성하는 유일한 방법은 아닙니다.<br /> +이번 장에서는 <strong>비동기 프로그래밍</strong>이라는 또 다른 접근 방식을 살펴보겠습니다.</p> +<p>특히 다음 내용을 소개하게 됩니다:</p> +<ul> +<li>비동기 코드를 쉽게 작성하기 위한 <code>async</code>/<code>.await</code> 키워드</li> +<li>아직 완료되지 않은 계산을 나타내는 <code>Future</code> 트레잇</li> +<li>비동기 코드 실행을 위한 가장 인기 있는 런타임인 <code>tokio</code></li> +<li>Rust 비동기 모델의 협력적 특성과 이것이 코드에 미치는 영향</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/00_intro"><code>08_futures/00_intro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../07_threads/14_sync.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/01_async_fn.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../07_threads/14_sync.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/01_async_fn.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/08_futures/01_async_fn.html b/ko/08_futures/01_async_fn.html new file mode 100644 index 0000000000000000000000000000000000000000..c735e94176bf3597afd570ac66da2a6158ae54f3 --- /dev/null +++ b/ko/08_futures/01_async_fn.html @@ -0,0 +1,318 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>비동기 함수 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="../favicon.svg"> + <link rel="shortcut icon" href="../favicon.png"> + <link rel="stylesheet" href="../css/variables.css"> + <link rel="stylesheet" href="../css/general.css"> + <link rel="stylesheet" href="../css/chrome.css"> + <link rel="stylesheet" href="../css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="../FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="../fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="../highlight.css"> + <link rel="stylesheet" href="../tomorrow-night.css"> + <link rel="stylesheet" href="../ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = "../"; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html" class="active"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="비동기-함수"><a class="header" href="#비동기-함수">비동기 함수</a></h1> +<p>지금까지 작성한 모든 함수와 메소드는 열망적이었습니다.<br /> +당신이 그들을 호출할 때까지 아무 일도 일어나지 않았습니다. 하지만 한 번 수행하면 완료될 때까지 달렸습니다. <strong>모든</strong> 작업을 수행한 다음 출력물을 반환했습니다.</p> +<p>때때로 그것은 바람직하지 않습니다.<br /> +예를 들어, HTTP 서버를 작성하는 경우 요청 본문이 도착하기를 기다리기, 데이터베이스가 응답하기를 기다리기, 다운스트림 서비스가 응답하기를 기다리는 등 많은 <strong>대기</strong>가 있을 수 있습니다.</p> +<p>기다리는 동안 다른 일을 할 수 있다면 어떨까요?<br /> +계산 도중에 포기할 수 있다면 어떨까요?<br /> +현재 작업보다 다른 작업의 우선순위를 선택할 수 있다면 어떨까요?</p> +<p>이곳이 바로 <strong>비동기 함수</strong>가 등장하는 곳입니다.</p> +<h2 id="async-fn"><a class="header" href="#async-fn"><code>async fn</code></a></h2> +<p>비동기 함수를 정의하려면 <code>async</code> 키워드를 사용합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::net::TcpListener; + +// 이 함수는 비동기식입니다 +async fn bind_random() -> TcpListener { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>일반 함수처럼 <code>bind_random</code>을 호출하면 어떻게 될까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn run() { + // `bind_random` 호출 + let listener = bind_random(); + // 뭣? +} +<span class="boring">}</span></code></pre></pre> +<p>아무 반응이 없습니다!<br /> +Rust는 호출할 때 <code>bind_random</code> 실행을 시작하지 않습니다. (다른 언어 사용 경험을 바탕으로 예상할 수 있듯이) 백그라운드 작업으로도 실행하지 않습니다. Rust의 비동기 함수는 <strong>게으릅니다</strong>: 명시적으로 요청하기 전까지는 어떤 작업도 수행하지 않습니다. Rust의 용어를 사용하면 <code>bind_random</code>이 나중에 완료될 수 있는 연산을 나타내는 타입인 <strong>future</strong>를 반환한다고 말합니다. 이것들은 이 장의 뒷부분에서 자세히 살펴볼 인터페이스인 <code>Future</code> 트레잇을 구현하기 때문에 future라고 불립니다.</p> +<h2 id="await"><a class="header" href="#await"><code>.await</code></a></h2> +<p>비동기 함수에 작업을 요청하는 가장 일반적인 방법은 <code>.await</code> 키워드를 사용하는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::net::TcpListener; + +async fn bind_random() -> TcpListener { + // [...] +} + +async fn run() { + // `bind_random`을 호출하고 완료될 때까지 기다립니다 + let listener = bind_random().await; + // 이제 `listener`가 준비되었습니다 +} +<span class="boring">}</span></code></pre></pre> +<p><code>.await</code>는 비동기 함수 실행이 완료될 때까지 호출자에게 제어권을 반환하지 않습니다. 위의 예시에서는 <code>TcpListener</code>가 생성될 때까지입니다.</p> +<h2 id="런타임"><a class="header" href="#런타임">런타임</a></h2> +<p>혼란스럽다면, 그럴 만도 합니다! 비동기 함수의 장점은 모든 작업을 한 번에 수행하지 않는다는 점이라고 말했습니다. 그 후에, 비동기 함수가 완료될 때까지 반환하지 않는 <code>.await</code>를 도입했습니다. 우리가 해결하려고 했던 문제를 다시 발생시킨 것이 아닌가요? 그럼 이게 무슨 의미가 있는 걸까요?</p> +<p>어림도 없지! <code>.await</code>를 호출하면 뒤에서 많은 일이 일어납니다!<br /> +<strong>비동기 실행기</strong>라고도 알려진 <strong>비동기 런타임</strong>에 제어권을 양보하고 있습니다. 실행자는 마법이 일어나는 곳입니다. 실행 중인 모든 비동기 <strong>작업</strong>을 관리하는 역할을 담당합니다. 특히 두 가지 목표의 균형을 유지합니다:</p> +<ul> +<li><strong>진행</strong>: 가능할 때마다 작업이 진행되도록 합니다.</li> +<li><strong>효율성</strong>: 작업이 무언가를 기다리고 있는 경우 사용 가능한 리소스를 최대한 활용하여 그 동안 다른 작업이 실행될 수 있는지 확인하려고 합니다.</li> +</ul> +<h3 id="기본-런타임-없음"><a class="header" href="#기본-런타임-없음">기본 런타임 없음</a></h3> +<p>Rust는 비동기 프로그래밍에 대한 접근 방식이 매우 독특합니다. 기본 런타임이 없습니다. 표준 라이브러리는 함께 제공되지 않습니다. 직접 가져와야합니다!</p> +<p>대부분의 경우 생태계에서 사용 가능한 옵션 중 하나를 선택하게 됩니다. 일부 런타임은 광범위하게 적용 가능하도록 설계되어 대부분의 애플리케이션에 확실한 옵션입니다. <code>tokio</code>와 <code>async-std</code>가 이 범주에 속합니다. 다른 런타임은 특정 사용 사례에 최적화되어 있습니다. 임베디드 시스템을 위한 <code>embassy</code>같은 것이 있습니다.</p> +<p>이 과정 전체에서 우리는 Rust의 범용 비동기 프로그래밍을 위한 가장 인기 있는 런타임인 <code>tokio</code>를 사용하게 됩니다.</p> +<h3 id="tokiomain"><a class="header" href="#tokiomain"><code>#[tokio::main]</code></a></h3> +<p>실행 파일의 진입점인 <code>main</code> 함수는 동기 함수여야 합니다. 여기에서 선택한 비동기 런타임을 설정하고 실행해야 합니다.</p> +<p>대부분의 런타임은 이를 더 쉽게 하기 위해 매크로를 제공합니다. <code>tokio</code>의 경우 <code>tokio::main</code>입니다:</p> +<pre><pre class="playground"><code class="language-rust">#[tokio::main] +async fn main() { + // 비동기 코드가 여기에 들어갑니다 +}</code></pre></pre> +<p>이는 다음으로 확장됩니다:</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + let rt = tokio::runtime::Runtime::new().unwrap(); + rt.block_on( + // 비동기 함수는 여기에 들어갑니다 + // [...] + ); +}</code></pre></pre> +<h3 id="tokiotest"><a class="header" href="#tokiotest"><code>#[tokio::test]</code></a></h3> +<p>테스트도 마찬가지입니다. 동기식 함수여야 합니다.<br /> +각 테스트 함수는 자체 스레드에서 실행되며, 테스트에서 비동기 코드를 실행해야 하는 경우 비동기 런타임을 설정하고 시작하는 책임은 사용자에게 있습니다.<br /> +<code>tokio</code>는 이 작업을 더 쉽게 하기 위해 <code>#[tokio::test]</code> 매크로를 제공합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[tokio::test] +async fn my_test() { + // 비동기 테스트 코드가 여기에 들어갑니다 +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/01_async_fn"><code>08_futures/01_async_fn</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../08_futures/00_intro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/02_spawn.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../08_futures/00_intro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/02_spawn.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html" class="active"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="태스크-띄우기"><a class="header" href="#태스크-띄우기">태스크 띄우기</a></h1> +<p>이전 예제에 대한 솔루션은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub async fn echo(listener: TcpListener) -> Result<(), anyhow::Error> { + loop { + let (mut socket, _) = listener.accept().await?; + let (mut reader, mut writer) = socket.split(); + tokio::io::copy(&mut reader, &mut writer).await?; + } +} +<span class="boring">}</span></code></pre></pre> +<p>나쁘지 않습니다!<br /> +두 개의 들어오는 연결 사이에 오랜 시간이 지나면 <code>echo</code> 함수는 유휴 상태가 되며(<code>TcpListener::accept</code>는 비동기 함수이므로) 실행기가 그 동안 다른 작업을 실행할 수 있습니다.</p> +<p>하지만 실제로 여러 작업을 동시에 실행하려면 어떻게 해야 할까요?<br /> +완료될 때까지 항상 비동기 함수를 실행한다면(<code>.await</code>를 사용하여) 한 번에 두 개 이상의 작업이 실행되지 않습니다.</p> +<p>여기가 <code>tokio::spawn</code> 함수가 필요한 곳입니다.</p> +<h2 id="tokiospawn"><a class="header" href="#tokiospawn"><code>tokio::spawn</code></a></h2> +<p><code>tokio::spawn</code>을 사용하면 <strong>완료될 때까지 기다리지 않고</strong> 작업을 실행자에게 전달할 수 있습니다.<br /> +<code>tokio::spawn</code>을 호출할 때마다 <code>tokio</code>에게 생성된 작업을 백그라운드에서 생성된 작업과 <strong>동시에</strong> 계속 실행하라고 지시하는 것입니다.</p> +<p>이를 사용하여 여러 연결을 동시에 처리하는 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::net::TcpListener; + +pub async fn echo(listener: TcpListener) -> Result<(), anyhow::Error> { + loop { + let (mut socket, _) = listener.accept().await?; + // 연결을 처리하기 위해 백그라운드 작업을 생성합니다. + // 따라서 기본 작업이 즉시 시작될 수 있습니다. + // 새 연결을 수락합니다 + tokio::spawn(async move { + let (mut reader, mut writer) = socket.split(); + tokio::io::copy(&mut reader, &mut writer).await?; + }); + } +} +<span class="boring">}</span></code></pre></pre> +<h3 id="비동기-블록"><a class="header" href="#비동기-블록">비동기 블록</a></h3> +<p>이 예에서는 <strong>비동기 블록</strong>을 <code>tokio::spawn</code>에 전달했습니다. <code>async move { /* */ }</code> 비동기 블록은 별도의 비동기 함수를 정의하지않고도 코드 영역을 비동기로 만들 수 있는 빠른 방법입니다.</p> +<h3 id="joinhandle"><a class="header" href="#joinhandle"><code>JoinHandle</code></a></h3> +<p><code>tokio::spawn</code>은 <code>JoinHandle</code>을 반환합니다.<br /> +생성된 스레드에 대해 <code>join</code>을 사용한 것과 같은 방식으로 <code>JoinHandle</code>을 사용하여 백그라운드 작업을 <code>.await</code>할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub async fn run() { + // 원격 서버에 원격 측정 데이터를 전송하기 위한 + // 백그라운드 작업을 생성합니다 + let handle = tokio::spawn(emit_telemetry()); + // 그동안 다른 유용한 작업을 수행합니다 + do_work().await; + // 하지만 원격 측정 데이터가 성공적으로 전달될 때까지 + // 호출자에게 반환하지 마세요 + handle.await; +} + +pub async fn emit_telemetry() { + // [...] +} + +pub async fn do_work() { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h3 id="패닉-경계"><a class="header" href="#패닉-경계">패닉 경계</a></h3> +<p><code>tokio::spawn</code>으로 생성된 작업에 패닉이 발생하면 실행 프로그램이 패닉을 포착합니다.<br /> +해당하는 <code>JoinHandle</code>을 <code>.await</code>하지 않으면 패닉이 생성자에게 전파되지 않습니다. <code>JoinHandle</code>을 <code>.await</code>하더라도 패닉이 자동으로 전파되지 않습니다. <code>JoinHandle</code>을 기다리면 에러 타입이 <a href="https://docs.rs/tokio/latest/tokio/task/struct.JoinError.html"><code>JoinError</code></a>인 <code>Result</code>가 반환됩니다. 그런 다음 <code>JoinError::is_panic</code>을 호출하여 작업에 패닉이 발생했는지 확인하고 패닉 처리 방법(기록, 무시 또는 전파)을 선택할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::task::JoinError; + +pub async fn run() { + let handle = tokio::spawn(work()); + if let Err(e) = handle.await { + if let Ok(reason) = e.try_into_panic() { + // 작업에 패닉이 발생했습니다 + // 패닉 해제를 재개하여, + // 이를 현재 작업에 전파합니다 + panic::resume_unwind(reason); + } + } +} + +pub async fn work() { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h3 id="stdthreadspawn-vs-tokiospawn"><a class="header" href="#stdthreadspawn-vs-tokiospawn"><code>std::thread::spawn</code> vs <code>tokio::spawn</code></a></h3> +<p><code>tokio::spawn</code>을 <code>std::spawn::thread</code>의 비동기 버전이라고 생각할 수 있습니다.</p> +<p>주요 차이점에 주목하세요. <code>std::thread::spawn</code>을 사용하면 제어권을 OS 스케줄러에 위임합니다. 스레드 예약 방법을 제어할 수 없습니다.</p> +<p><code>tokio::spawn</code>을 사용하면 전적으로 사용자 공간에서 실행되는 비동기 실행기에 위임하게 됩니다. 기본 OS 스케줄러는 다음에 실행할 작업을 결정하는 데 관여하지 않습니다. 우리는 이제 우리가 사용하기로 선택한 실행자를 통해 그 결정을 담당하고 있습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/02_spawn"><code>08_futures/02_spawn</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../08_futures/01_async_fn.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/03_runtime.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../08_futures/01_async_fn.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/03_runtime.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html" class="active"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="런타임-아키텍처"><a class="header" href="#런타임-아키텍처">런타임 아키텍처</a></h1> +<p>지금까지 우리는 추상적인 개념으로 비동기 런타임에 대해 이야기해왔습니다. 구현 방식에 대해 좀 더 자세히 살펴보겠습니다. 곧 알게 되겠지만 이는 코드에 영향을 미칩니다.</p> +<h2 id="성향"><a class="header" href="#성향">성향</a></h2> +<p><code>tokio</code>는 두 가지 다른 런타임 _성향_을 제공합니다.</p> +<p><code>tokio::runtime::Builder</code>를 통해 런타임을 구성할 수 있습니다:</p> +<ul> +<li><code>Builder::new_multi_thread</code>는 <strong>멀티스레드 <code>tokio</code> 런타임</strong>을 제공합니다</li> +<li><code>Builder::new_current_thread</code>는 실행을 위해 <strong>현재 스레드</strong>에만 의존합니다.</li> +</ul> +<p><code>#[tokio::main]</code>은 기본적으로 다중 스레드 런타임을 반환하는 반면 <code>#[tokio::test]</code>는 기본적으로 현재 스레드 런타임을 사용합니다.</p> +<h3 id="현재-스레드-런타임"><a class="header" href="#현재-스레드-런타임">현재 스레드 런타임</a></h3> +<p>현재 스레드 런타임은 이름에서 알 수 있듯이 작업을 예약하고 실행하기 위해 시작된 OS 스레드에만 의존합니다.<br /> +현재 스레드 런타임을 사용하는 경우 <strong>동시성</strong>은 있지만 <strong>병렬성</strong>은 없습니다. 비동기 작업은 인터리브되지만 주어진 시간에 항상 최대 하나의 작업이 실행됩니다.</p> +<h3 id="멀티스레드-런타임"><a class="header" href="#멀티스레드-런타임">멀티스레드 런타임</a></h3> +<p>대신 멀티스레드 런타임을 사용하는 경우 주어진 시간에 최대 <code>N</code>개의 작업을 _병렬_로 실행할 수 있습니다. 여기서 <code>N</code>은 런타임에서 사용하는 스레드 수입니다. 기본적으로 <code>N</code>은 사용 가능한 CPU 코어 수와 같습니다.</p> +<p>더 많은 것이 있습니다: <code>tokio</code>는 <strong>작업 훔치기</strong>를 수행합니다.<br /> +스레드가 유휴 상태이면 기다리지 않고 전역 대기열에서 또는 다른 스레드의 로컬 대기열에서 이를 훔쳐 실행할 준비가 된 새 작업을 찾으려고 시도합니다.<br /> +작업 가로채기는 애플리케이션이 스레드 간에 완벽하게 균형을 이루지 못한 작업 부하를 처리할 때마다 특히 꼬리 지연 시간에 상당한 성능 이점을 제공할 수 있습니다.</p> +<h2 id="시사점"><a class="header" href="#시사점">시사점</a></h2> +<p><code>tokio::spawn</code>은 버전에 구애받지 않습니다. 다중 스레드 런타임이나 현재 스레드 런타임에서 실행 중인지 상관없이 작동합니다. 단점은 시그니처가 최악의 경우(예: 다중 스레드)를 가정하고 이에 따라 제한된다는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub fn spawn<F>(future: F) -> JoinHandle<F::Output> +where + F: Future + Send + 'static, + F::Output: Send + 'static, +{ /* */ } +<span class="boring">}</span></code></pre></pre> +<p>지금은 <code>Future</code> 트레잇을 무시하고 나머지 부분에 집중하겠습니다.<br /> +<code>spawn</code>은 모든 입력이 <code>Send</code>이고 <code>'static</code> 수명을 갖도록 요구합니다.</p> +<p><code>'static</code> 제약 조건은 <code>std::thread::spawn</code>에 대한 <code>'static</code> 제약 조건과 동일한 근거를 따릅니다. 생성된 작업은 생성된 컨텍스트보다 오래 지속될 수 있으므로 로컬 데이터에 의존해서는 안 됩니다. 생성 컨텍스트가 삭제된 후에야 할당이 취소될 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn spawner() { + let v = vec![1, 2, 3]; + // `&v`는 충분히 오래 지속되지 않기 + // 않기 때문에 작동하지 않습니다. + tokio::spawn(async { + for x in &v { + println!("{x}") + } + }) +} +<span class="boring">}</span></code></pre></pre> +<p>반면에 <code>Send</code>는 <code>tokio</code>의 작업 도용 전략의 직접적인 결과입니다. 스레드 <code>A</code>에서 생성된 작업은 스레드 <code>B</code>가 유휴 상태인 경우 결국 스레드 <code>B</code>로 이동될 수 있습니다. 스레드 경계를 넘었기 때문에 <code>Send</code>여야합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn spawner(input: Rc<u64>) { + // 이 역시 작동하지 않습니다. 왜냐하면 + // `Rc`는 `Send`가 아니기 때문입니다. + tokio::spawn(async move { + println!("{}", input); + }) +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/03_runtime"><code>08_futures/03_runtime</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../08_futures/02_spawn.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/04_future.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../08_futures/02_spawn.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/04_future.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html" class="active"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="future-트레잇"><a class="header" href="#future-트레잇"><code>Future</code> 트레잇</a></h1> +<h2 id="로컬-rc-문제"><a class="header" href="#로컬-rc-문제">로컬 <code>Rc</code> 문제</a></h2> +<p><code>tokio::spawn</code>의 시그니처로 돌아가 봅시다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub fn spawn<F>(future: F) -> JoinHandle<F::Output> + where + F: Future + Send + 'static, + F::Output: Send + 'static, +{ /* */ } +<span class="boring">}</span></code></pre></pre> +<p><code>F</code>가 <code>Send</code>라는 것이 <em>실제로</em> 무엇을 의미하나요?<br /> +이는 이전 섹션에서 본 것처럼 생성 환경에서 캡처하는 값이 무엇이든 <code>Send</code>여야 함을 의미합니다. 그러나 그것은 그 이상을 의미합니다.</p> +<p>_.await 지점 전체에 걸쳐 보유된 모든 값_은 <code>Send</code>여야 합니다.<br /> +예를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::rc::Rc; +use tokio::task::yield_now; + +fn spawner() { + tokio::spawn(example()); +} + +async fn example() { + // `Send`가 아닌 값, + // 비동기 함수 _내부_에서 생성됨 + let non_send = Rc::new(1); + + // 아무것도 하지 않는 `.await` 지점 + yield_now().await; + + // `.await` 뒤에는 `Send`가 아닌 + // 로컬 값이 여전히 필요합니다 + println!("{}", non_send); +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 다음 코드를 거부합니다:</p> +<pre><code class="language-text">error: future cannot be sent between threads safely + | +5 | tokio::spawn(example()); + | ^^^^^^^^^ future returned by `example` is not `Send` + | +note: future is not `Send` as this value is used across an await + | +11 | let non_send = Rc::new(1); + | -------- has type `Rc<i32>` which is not `Send` +12 | // A `.await` point +13 | yield_now().await; + | ^^^^^ await occurs here, with `non_send` maybe used later +note: required by a bound in `tokio::spawn` + | +164 | pub fn spawn<F>(future: F) -> JoinHandle<F::Output> + | ----- required by a bound in this function +165 | where +166 | F: Future + Send + 'static, + | ^^^^ required by this bound in `spawn` +</code></pre> +<p>왜 그런 경우인지 이해하려면 Rust의 비동기 모델에 대한 이해를 개선해야 합니다.</p> +<h2 id="future-트레잇-1"><a class="header" href="#future-트레잇-1"><code>Future</code> 트레잇</a></h2> +<p>우리는 <code>async</code> 함수가 <code>Future</code> 트레잇을 구현하는 타입인 <strong>futures</strong>를 반환한다고 일찍 밝혔습니다. 미래를 <strong>상태 머신</strong>으로 생각할 수 있습니다. 다음 두 가지 상태 중 하나입니다:</p> +<ul> +<li><strong>보류 중</strong>: 계산이 아직 완료되지 않았습니다.</li> +<li><strong>준비</strong>: 계산이 완료되었습니다. 출력은 다음과 같습니다.</li> +</ul> +<p>이는 트레잇 정의에 인코딩되어 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait Future { + type Output; + + // 지금은 `Pin`과 `Context`를 무시하세요 + fn poll(self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output>; +} +<span class="boring">}</span></code></pre></pre> +<h3 id="poll"><a class="header" href="#poll"><code>poll</code></a></h3> +<p><code>Poll</code> 방법은 <code>Future</code> 트레잇의 핵심입니다.<br /> +퓨처 그 자체로는 아무것도 할 수 없습니다. 진행하려면 <strong>폴링</strong>이 필요합니다.<br /> +<code>poll</code>을 호출하면 퓨처에게 작업을 요청하는 것입니다. <code>poll</code>은 진행을 시도한 후 다음 중 하나를 반환합니다:</p> +<ul> +<li><code>Poll::Pending</code>: 퓨처가 아직 준비되지 않았습니다. 나중에 <code>poll</code>을 다시 호출해야 합니다.</li> +<li><code>Poll::Ready(value)</code>: 퓨처가가 완료되었습니다. 계산된 <code>value</code>는 <code>Self::Output</code> 타입입니다.</li> +</ul> +<p><code>Future::poll</code>이 <code>Poll::Ready</code>를 반환하면 다시 폴링해서는 안 됩니다. 퓨처가 완료되었으므로 더 이상 할 일이 없습니다.</p> +<h3 id="런타임의-역할"><a class="header" href="#런타임의-역할">런타임의 역할</a></h3> +<p>poll을 직접 호출하는 경우는 거의 없습니다.<br /> +저게 비동기 런타임의 역할입니다. 퓨쳐가 가능할 때마다 진행되고 있는지 확인하는 데 필요한 모든 정보(<code>poll</code> 시그니처의 <code>Context</code>)가 있습니다.</p> +<h2 id="async-fn과-퓨처"><a class="header" href="#async-fn과-퓨처"><code>async fn</code>과 퓨처</a></h2> +<p>우리는 높은 수준의 인터페이스인 비동기 함수을 사용해 작업했습니다.<br /> +우리는 이제 저수준 프리미티브인 <code>Future 트레잇</code>을 살펴보았습니다.</p> +<p>그들은 어떻게 관련되어 있을까요?</p> +<p>함수를 비동기로 표시할 때마다 해당 함수는 퓨처를 반환합니다. 컴파일러는 비동기 함수의 본문을 <strong>상태 머신</strong>으로 변환합니다: 각 <code>.await</code> 지점마다 하나의 상태가 됩니다.</p> +<p><code>Rc</code> 예제로 돌아가면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::rc::Rc; +use tokio::task::yield_now; + +async fn example() { + let non_send = Rc::new(1); + yield_now().await; + println!("{}", non_send); +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 이를 다음과 같은 열거형으로 변환합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub enum ExampleFuture { + NotStarted, + YieldNow(Rc<i32>), + Terminated, +} +<span class="boring">}</span></code></pre></pre> +<p><code>example</code>이 호출되면 <code>ExampleFuture::NotStarted</code>를 반환합니다. 퓨처는 아직 폴링된 적이 없으므로 아무 일도 일어나지 않았습니다.<br /> +런타임이 처음으로 폴링하면 <code>ExampleFuture</code>는 다음 <code>.await</code> 지점까지 진행됩니다. 상태 시스템의 <code>ExampleFuture::YieldNow(Rc<i32>)</code> 단계에서 멈추고 <code>Poll::Pending</code>을 반환합니다.<br /> +다시 폴링되면 나머지 코드(<code>println!</code>)을 실행하고 <code>Poll::Ready(())</code>를 반환합니다.</p> +<p>상태 머신 표현인 <code>ExampleFuture</code>를 보면 이제 <code>example</code>이 <code>Send</code>가 아닌 이유가 분명해졌습니다. 여기에는 <code>Rc</code>가 있으므로 <code>Send</code>가 될 수 없습니다.</p> +<h2 id="양보-지점"><a class="header" href="#양보-지점">양보 지점</a></h2> +<p>방금 <code>example</code>에서 본 것처럼 모든 <code>.await</code> 지점은 퓨처의 수명 주기에서 새로운 중간 상태를 생성합니다.<br /> +그렇기 때문에 <code>.await</code> 포인트는 **양보 지점(yield points)**라고도 알려져 있습니다. 퓨처의 _양보 제어_는 이를 폴링한 런타임으로 돌아가서 런타임이 이를 일시 중지하고 (필요한 경우) 실행을 위해 다른 작업을 예약할 수 있도록 합니다. 이렇게 함으로써 여러 작업을 동시에 진행할 수 있습니다.</p> +<p>양보의 중요성을 나중에 다시 알아보겠습니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/04_future"><code>08_futures/04_future</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../08_futures/03_runtime.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/05_blocking.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../08_futures/03_runtime.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/05_blocking.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html" class="active"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="런타임을-차단하지-마세요"><a class="header" href="#런타임을-차단하지-마세요">런타임을 차단하지 마세요</a></h1> +<p>양보 지점으로 다시 돌아갑시다.<br /> +스레드와 달리 <strong>Rust 작업은 선점될 수 없습니다</strong>.</p> +<p>'tokio'는 자체적으로 작업을 일시 중지하고 그 자리에서 다른 작업을 실행하기로 결정할 수 없습니다. 작업이 양보되면 제어권은 <strong>독점적으로</strong> 실행자에게 돌아갑니다. 즉, <code>Future::poll</code>이 <code>Poll::Pending</code>을 반환할 때, <code>async fn</code>의 경우에는 퓨처를 <code>.await</code>할 때.</p> +<p>이로 인해 런타임이 위험에 노출됩니다. 작업이 결코 양보되지 않으면 런타임은 다른 작업을 실행할 수 없습니다. 이를 <strong>런타임 차단</strong>이라고 합니다.</p> +<h2 id="차단이란-무엇입니까"><a class="header" href="#차단이란-무엇입니까">차단이란 무엇입니까?</a></h2> +<p>얼마나 긴가요? 작업이 문제가 되기 전에 양보하지 않고 얼마나 많은 시간을 보낼 수 있습니까?</p> +<p>런타임, 애플리케이션, 진행 중인 작업 수 및 기타 여러 요인에 따라 달라집니다. 그러나 일반적으로 항복 지점 사이에 100마이크로초 미만의 시간을 사용하도록 노력하세요.</p> +<h2 id="결과"><a class="header" href="#결과">결과</a></h2> +<p>런타임을 차단하면 다음과 같은 결과가 발생할 수 있습니다:</p> +<ul> +<li><strong>교착 상태</strong>: 양보하지 않는 작업이 다른 작업이 완료되기를 기다리고 있고 해당 작업이 첫 번째 작업이 양보되기를 기다리고 있다면 교착 상태가 발생한 것입니다. 런타임이 다른 스레드에서 다른 작업을 예약할 수 없으면 진행이 불가능합니다.</li> +<li><strong>기아</strong>: 다른 작업을 실행할 수 없거나 오랜 지연 후에 실행될 수 있으며, 이로 인해 성능이 저하될 수 있습니다(예: 긴 꼬리 지연 시간).</li> +</ul> +<h2 id="차단이-항상-명확한-것은-아닙니다"><a class="header" href="#차단이-항상-명확한-것은-아닙니다">차단이 항상 명확한 것은 아닙니다</a></h2> +<p>다음과 같은 일부 타입의 작업은 일반적으로 비동기 코드에서 피해야 합니다:</p> +<ul> +<li>동기식 I/O. 시간이 얼마나 걸릴지 예측할 수 없으며 100마이크로초보다 길어질 가능성이 높습니다.</li> +<li>무거운 CPU 바인딩 계산 작업.</li> +</ul> +<p>하지만 후자의 범주는 항상 명확하지는 않습니다. 예를 들어, 몇 개의 요소를 가진 벡터를 정렬하는 것은 문제가 되지 않습니다. 그러나 벡터에 수십억 개의 항목이 있는 경우에는 이야기가 달라집니다.</p> +<h2 id="차단을-피하는-방법"><a class="header" href="#차단을-피하는-방법">차단을 피하는 방법</a></h2> +<p>그렇다면 차단 위험이 있는 작업을 <em>반드시</em> 수행해야 한다고 가정할 때 런타임 차단을 어떻게 방지할 수 있을까요?<br /> +작업을 다른 스레드로 이동해야 합니다. 작업을 실행하기 위해 <code>tokio</code>에서 사용하는 소위 런타임 스레드를 사용하는 것이 아닙니다.</p> +<p><code>tokio</code>는 이 목적을 위해 <strong>차단 풀</strong>이라고 불리는 전용 스레드 풀을 제공합니다. <code>tokio::task::spawn_blocking</code> 함수를 사용하여 차단 풀에서 동기 작업을 생성할 수 있습니다. <code>spawn_blocking</code>은 작업이 완료되면 작업 결과로 확인되는 future를 반환합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::task; + +fn expensive_computation() -> u64 { + // [...] +} + +async fn run() { + let handle = task::spawn_blocking(expensive_computation); + // 그동안 다른 일을 하세요 + let result = handle.await.unwrap(); +} +<span class="boring">}</span></code></pre></pre> +<p>차단 풀은 수명이 깁니다. 스레드 초기화 비용은 여러 호출을 통해 분할되므로 <code>spawn_blocking</code>은 <code>std::thread::spawn</code>을 통해 직접 새 스레드를 생성하는 것보다 더 빠릅니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>해당 주제에 대한 <a href="https://ryhl.io/blog/async-what-is-blocking/">Alice Ryhl의 블로그 게시물</a>을 확인하세요.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/05_blocking"><code>08_futures/05_blocking</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../08_futures/04_future.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/06_async_aware_primitives.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../08_futures/04_future.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/06_async_aware_primitives.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html" class="active"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="async-aware-기본-요소"><a class="header" href="#async-aware-기본-요소">Async-aware 기본 요소</a></h1> +<p><code>tokio</code>의 문서를 찾아보면 표준 라이브러리의 타입을 "미러링"하지만 잠금, 채널, 타이머 등 비동기식 변형이 포함된 많은 타입을 제공한다는 것을 알 수 있습니다.</p> +<p>비동기식 컨텍스트에서 작업할 때는 동기식 컨텍스트보다 이러한 비동기식 대안을 선호해야 합니다.</p> +<p>그 이유를 이해하기 위해 이전 장에서 살펴본 상호 배타적 잠금 장치인 <code>Mutex</code>를 살펴보겠습니다.</p> +<h2 id="사례-연구-뮤텍스"><a class="header" href="#사례-연구-뮤텍스">사례 연구: '뮤텍스'</a></h2> +<p>간단한 예를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::{Arc, Mutex}; + +async fn run(m: Arc<Mutex<Vec<u64>>>) { + let guard = m.lock().unwrap(); + http_call(&guard).await; + println!("Sent {:?} to the server", &guard); + // `guard`가 여기에 삭제되었습니다 +} + +/// `v`를 HTTP 호출의 본문으로 사용하세요. +async fn http_call(v: &[u64]) { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h3 id="stdsyncmutexguard와-양보-지점"><a class="header" href="#stdsyncmutexguard와-양보-지점"><code>std::sync::MutexGuard</code>와 양보 지점</a></h3> +<p>이 코드는 컴파일되지만 위험합니다.</p> +<p>비동기 컨텍스트의 <code>std</code>에서 <code>Mutex</code>에 대한 잠금을 획득하려고 합니다. 그런 다음 결과로 얻은 <code>MutexGuard</code>를 양보 지점(즉, <code>http_call</code>의 <code>.await</code>)에서 가지고있을겁니다.</p> +<p>단일 스레드 런타임에서 <code>run</code>을 동시에 실행하는 두 가지 작업이 있다고 가정해 보겠습니다. 우리는 다음과 같은 순서의 스케줄 이벤트를 볼 수 있습니다:</p> +<pre><code class="language-text"> Task A Task B + | + Acquire lock +Yields to runtime + | + +--------------+ + | + Tries to acquire lock +</code></pre> +<p>교착상태에 빠졌습니다. 작업 B는 잠금을 획득하지 못할 것입니다. 현재 작업 A가 잠금을 보유하고 있기 때문입니다. 작업 A는 잠금을 해제하기 전에 런타임에 양보했으며 런타임이 작업 B를 선점할 수 없기 때문에 다시 예약되지 않습니다.</p> +<h3 id="tokiosyncmutex"><a class="header" href="#tokiosyncmutex"><code>tokio::sync::Mutex</code></a></h3> +<p><code>tokio::sync::Mutex</code>로 전환하면 문제를 해결할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::Arc; +use tokio::sync::Mutex; + +async fn run(m: Arc<Mutex<Vec<u64>>>) { + let guard = m.lock().await; + http_call(&guard).await; + println!("Sent {:?} to the server", &guard); + // `guard`가 여기에 삭제되었습니다 +} +<span class="boring">}</span></code></pre></pre> +<p>잠금 획득은 이제 비동기식 작업입니다, 잠금을 획득하지 못하면 런타임으로 돌아가게됩니다.<br /> +이전 시나리오로 돌아가면 다음과 같은 일이 발생합니다:</p> +<pre><code class="language-text"> Task A Task B + | + Acquires the lock + Starts `http_call` + Yields to runtime + | + +--------------+ + | + Tries to acquire the lock + Cannot acquire the lock + Yields to runtime + | + +--------------+ + | +`http_call` completes + Releases the lock + Yield to runtime + | + +--------------+ + | + Acquires the lock + [...] +</code></pre> +<p>문제 해결!</p> +<h3 id="멀티스레드는-당신을-구원하지-않습니다"><a class="header" href="#멀티스레드는-당신을-구원하지-않습니다">멀티스레드는 당신을 구원하지 않습니다</a></h3> +<p>이전 예제에서 실행 컨텍스트로 단일 스레드 런타임을 사용했지만, 멀티스레드 런타임을 사용할 때도 동일한 위험이 존재합니다. 차이점은 데드락을 생성하는 데 필요한 동시 작업의 수입니다: 단일 스레드 런타임에서는 2개의 작업이면 충분하고, 멀티스레드 런타임에서는 런타임 스레드 수를 <code>N</code>이라고 할 때 <code>N+1</code>개의 작업이 필요합니다.</p> +<h3 id="단점"><a class="header" href="#단점">단점</a></h3> +<p>비동기 인식 <code>Mutex</code>를 사용하면 성능이 저하됩니다.<br /> +잠금이 심각한 경합 상태에 있지 않다고 확신하고 <em>그리고</em> 양보 지점을 넘어 잠금을 유지하지 않도록 주의한다면 여전히 비동기 컨텍스트에서 <code>std::sync::Mutex</code>를 사용할 수 있습니다.</p> +<p>하지만 발생할 수 있는 위험과 성능상의 이점을 비교해보세요.</p> +<h2 id="기타-프리미티브"><a class="header" href="#기타-프리미티브">기타 프리미티브</a></h2> +<p>예시로 <code>Mutex</code>를 사용했지만 <code>RwLock</code>, 세마포어 등에도 동일하게 적용됩니다.<br /> +문제 위험을 최소화하려면 비동기 컨텍스트에서 작업할 때 비동기 버전을 선호하세요.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/06_async_aware_primitives"><code>08_futures/06_async_aware_primitives</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../08_futures/05_blocking.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/07_cancellation.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../08_futures/05_blocking.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/07_cancellation.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html" class="active"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="취소"><a class="header" href="#취소">취소</a></h1> +<p>보류 중인 퓨처가 삭제되면 어떻게 될까요?<br /> +런타임은 더 이상 폴링하지 않으므로 더 이상 진행되지 않습니다. 즉, 실행이 <strong>취소</strong>됩니다.</p> +<p>실제로는 타임아웃때 이런 일이 자주 발생합니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::time::timeout; +use tokio::sync::oneshot; +use std::time::Duration; + +async fn http_call() { + // [...] +} + +async fn run() { + // 10밀리초 후에 만료되도록 설정된 `Timeout`으로 퓨처를 래핑합니다. + let duration = Duration::from_millis(10); + if let Err(_) = timeout(duration, http_call()).await { + println!("Didn't receive a value within 10 ms"); + } +} +<span class="boring">}</span></code></pre></pre> +<p>제한 시간이 만료되면 <code>http_call</code>에 의해 반환된 퓨처가 취소됩니다. 이것이 <code>http_call</code>의 본문이라고 상상해 봅시다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::net::TcpStream; + +async fn http_call() { + let (stream, _) = TcpStream::connect(/* */).await.unwrap(); + let request: Vec<u8> = /* */; + stream.write_all(&request).await.unwrap(); +} +<span class="boring">}</span></code></pre></pre> +<p>각 항복 지점은 <strong>취소 지점</strong>이 됩니다.<br /> +<code>http_call</code>은 런타임에 의해 선점될 수 없으므로 <code>.await</code>를 통해 실행자에게 제어권을 다시 넘겨준 후에만 폐기될 수 있습니다. 이는 재귀적으로 적용됩니다. <code>stream.write_all(&request)</code>는 구현 시 여러 양보 지점을 가질 가능성이 높습니다. <code>http_call</code>이 취소되기 전에 <em>partial</em> 요청을 푸시하여 연결이 끊어지고 본문 전송이 완료되지 않는 것을 볼 수 있습니다.</p> +<h2 id="뒷처리"><a class="header" href="#뒷처리">뒷처리</a></h2> +<p>Rust의 취소 메커니즘은 매우 강력합니다. 이를 통해 호출자는 작업 자체에서 어떤 형태의 협력도 필요 없이 진행 중인 작업을 취소할 수 있습니다.<br /> +동시에 이는 매우 위험할 수 있다. 작업을 중단하기 전에 일부 정리 작업이 수행되도록 <strong>정상적인 취소</strong>를 수행하는 것이 바람직할 수 있습니다.</p> +<p>예를 들어 SQL 트랜잭션에 대한 다음 가상 API를 생각해 보세요:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>async fn transfer_money( + connection: SqlConnection, + payer_id: u64, + payee_id: u64, + amount: u64 +) -> Result<(), anyhow::Error> { + let transaction = connection.begin_transaction().await?; + update_balance(payer_id, amount, &transaction).await?; + decrease_balance(payee_id, amount, &transaction).await?; + transaction.commit().await?; +} +<span class="boring">}</span></code></pre></pre> +<p>취소 시 보류 중인 트랜잭션을 그대로 두는 것보다 명시적으로 중단하는 것이 이상적입니다. 안타깝게도 Rust는 이러한 종류의 <strong>비동기</strong> 뒷처리 작업에 대한 완벽한 메커니즘을 제공하지 않습니다.</p> +<p>가장 일반적인 전략은 <code>Drop</code> 트레잇을 사용하여 필요한 뒷처리 작업을 예약하는 것입니다. 이는 다음과 같이 할 수 있습니다:</p> +<ul> +<li>런타임에 새 작업 생성</li> +<li>채널의 대기열에 메시지 추가</li> +<li>백그라운드 스레드 생성</li> +</ul> +<p>최적의 선택은 상황에 따라 다릅니다.</p> +<h2 id="생성된-작업-취소"><a class="header" href="#생성된-작업-취소">생성된 작업 취소</a></h2> +<p><code>tokio::spawn</code>으로 작업을 생성하면 해당 작업을 더 이상 버릴 수 없으며, 그것은 런타임에 속합니다. 그럼에도 불구하고, 필요한 경우 <code>JoinHandle</code>을 사용하여 작업을 취소할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>async fn run() { + let handle = tokio::spawn(/* 비동기 작업 */); + // 생성된 작업 취소 + handle.abort(); +} +<span class="boring">}</span></code></pre></pre> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>두 개의 서로 다른 퓨처를 "경쟁"하기 위해 <code>tokio</code>의 <code>select!</code> 매크로를 사용할 때는 매우 주의하십시오. <strong>취소 안전</strong>을 보장할 수 없다면 루프에서 동일한 작업을 다시 시도하는 것은 위험합니다. 자세한 내용은 <a href="https://tokio.rs/tokio/tutorial/select"><code>select!</code> 문서</a>를 확인하세요.<br /> +두 개의 비동기 데이터 스트림(예: 소켓 및 채널)을 인터리브해야 하는 경우 <a href="https://docs.rs/tokio-stream/latest/tokio_stream/trait.StreamExt.html#method.merge"><code>StreamExt::merge</code></a>를 대신 사용하는 것이 좋습니다.</li> +<li>"갑작스러운" 취소보다는 <a href="https://docs.rs/tokio-util/latest/tokio_util/sync/struct.CancellationToken.html"><code>CancellationToken</code></a>을 사용하는 것이 더 나을 수 있습니다.</li> +</ul> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/07_cancellation"><code>08_futures/07_cancellation</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../08_futures/06_async_aware_primitives.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/08_outro.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../08_futures/06_async_aware_primitives.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../08_futures/08_outro.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="../01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="../02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="../02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="../03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="../03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="../04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="../04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="../04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="../04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="../04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="../04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="../04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="../05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="../06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="../07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="../07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="../07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="../07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="../07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="../07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="../07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="../07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="../07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="../07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="../07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="../07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="../07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="../08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="../08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="../08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="../08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="../08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="../08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="../08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="../08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="../08_futures/08_outro.html" class="active"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="../going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="../print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="마무리"><a class="header" href="#마무리">마무리</a></h1> +<p>Rust의 비동기 모델은 매우 강력하지만 추가적인 복잡성을 초래합니다. 도구를 알아가는 데 시간을 투자하세요. <code>tokio</code>의 문서를 자세히 살펴보고 문서를 최대한 활용하기 위해 기본 요소에 익숙해지세요.</p> +<p>또한 Rust의 비동기 스토리를 간소화하고 "완성"하기 위해 언어 및 <code>std</code> 수준에서 지속적인 작업이 진행 중이라는 점을 명심하세요. 이러한 누락된 부분으로 인해 일상적인 작업에서 약간 매끄럽지 않은 부분이 있을 수 있습니다.</p> +<p>거의 고통 없는 비동기 환경을 위한 몇 가지 권장 사항:</p> +<ul> +<li><strong>런타임을 선택하고 이를 고수하세요.</strong><br /> +일부 기본 요소(예: 타이머, I/O)는 런타임 전반에 걸쳐 이식 가능하지 않습니다. 런타임을 혼합하려고 하면 문제가 발생할 수 있습니다. 런타임에 구애받지 않는 코드를 작성하려고 하면 코드베이스의 복잡성이 크게 증가할 수 있습니다. 가능하다면 피하세요.</li> +<li><strong>안정적인 <code>Stream</code>/<code>AsyncIterator</code> 인터페이스는 아직 없습니다.</strong><br /> +<code>AsyncIterator</code>는 개념적으로 새 항목을 비동기적으로 생성하는 반복자입니다. 디자인 작업이 진행 중이지만 (아직) 합의가 이루어지지 않았습니다. <code>tokio</code>를 사용하는 경우 기본 인터페이스로 <a href="https://docs.rs/tokio-stream/latest/tokio_stream/"><code>tokio_stream</code></a>을 참조하세요.</li> +<li><strong>버퍼링에 주의하세요.</strong><br /> +미묘한 버그의 원인이 되는 경우가 많습니다. 자세한 내용은 <a href="https://rust-lang.github.io/wg-async/vision/submitted_stories/status_quo/barbara_battles_buffered_streams.html">"Barbara battles buffered streams"</a>를 확인하세요.</li> +<li><strong>비동기 작업에는 범위가 지정된 스레드와 동등한 것이 없습니다</strong>.<br /> +자세한 내용은 <a href="https://without.boats/blog/the-scoped-task-trilemma/">"The scoped task trilemma"</a>를 확인하세요.</li> +</ul> +<p>이러한 주의 사항에 겁먹지 마세요: 비동기식 Rust는 <em>엄청난</em> 규모(예: AWS, Meta)에서 기반 서비스를 위해 효과적으로 사용되고있습니다.<br /> +Rust로 네트워크 애플리케이션을 구축할 계획이라면 이를 마스터해야 합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/08_outro"><code>08_futures/08_outro</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="../08_futures/07_cancellation.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../going_further.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="../08_futures/07_cancellation.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + <a rel="next prefetch" href="../going_further.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="../elasticlunr.min.js"></script> + <script src="../mark.min.js"></script> + <script src="../searcher.js"></script> + + <script src="../clipboard.min.js"></script> + <script src="../highlight.js"></script> + <script src="../book.js"></script> + + <!-- Custom JS scripts --> + + + </div> + </body> +</html> diff --git a/ko/404.html b/ko/404.html new file mode 100644 index 0000000000000000000000000000000000000000..a2648df6cb32d2a6ea9d8c7b9a8380c44f4a5c01 --- /dev/null +++ b/ko/404.html @@ -0,0 +1,221 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>Page not found - 100 Exercises To Learn Rust</title> + <base href="/"> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="favicon.svg"> + <link rel="shortcut icon" href="favicon.png"> + <link rel="stylesheet" href="css/variables.css"> + <link rel="stylesheet" href="css/general.css"> + <link rel="stylesheet" href="css/chrome.css"> + <link rel="stylesheet" href="css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="highlight.css"> + <link rel="stylesheet" href="tomorrow-night.css"> + <link rel="stylesheet" href="ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = ""; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar .sidebar-scrollbox'); + sidebarScrollbox.addEventListener('click', function(e) { + if (e.target.tagName === 'A') { + sessionStorage.setItem('sidebar-scroll', sidebarScrollbox.scrollTop); + } + }, { passive: 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#ff7733; +} + +.hljs-number, +.hljs-meta, +.hljs-builtin-name, +.hljs-literal, +.hljs-type, +.hljs-params { + color: #ffee99; +} + +.hljs-string, +.hljs-bullet { + color: #b8cc52; +} + +.hljs-title, +.hljs-built_in, +.hljs-section { + color: #ffb454; +} + +.hljs-keyword, +.hljs-selector-tag, +.hljs-symbol { + color: #ff7733; +} + +.hljs-name { + color: #36a3d9; +} + +.hljs-tag { + color: #00568d; +} + +.hljs-emphasis { + font-style: italic; +} + +.hljs-strong { + font-weight: bold; +} + +.hljs-addition { + color: #91b362; +} + +.hljs-deletion { + color: #d96c75; +} diff --git a/ko/book.js b/ko/book.js new file mode 100644 index 0000000000000000000000000000000000000000..aa12e7eccfdb55fd279ba9df6f385c208aed84cf --- /dev/null +++ b/ko/book.js @@ -0,0 +1,697 @@ +"use strict"; + +// Fix back button cache problem +window.onunload = function () { }; + +// Global variable, shared between modules +function playground_text(playground, hidden = true) { + let code_block = playground.querySelector("code"); + + if (window.ace && code_block.classList.contains("editable")) { + let editor = window.ace.edit(code_block); + return editor.getValue(); + } else if (hidden) { + return code_block.textContent; + } else { + return code_block.innerText; + } +} + +(function codeSnippets() { + function fetch_with_timeout(url, options, timeout = 6000) { + return Promise.race([ + fetch(url, options), + new Promise((_, reject) => setTimeout(() => reject(new Error('timeout')), timeout)) + ]); + } + + var playgrounds = Array.from(document.querySelectorAll(".playground")); + if (playgrounds.length > 0) { + fetch_with_timeout("https://play.rust-lang.org/meta/crates", { + headers: { + 'Content-Type': "application/json", + }, + method: 'POST', + mode: 'cors', + }) + .then(response => response.json()) + .then(response => { + // get list of crates available in the rust playground + let playground_crates = response.crates.map(item => item["id"]); + playgrounds.forEach(block => handle_crate_list_update(block, playground_crates)); + }); + } + + function handle_crate_list_update(playground_block, playground_crates) { + // update the play buttons after receiving the response + update_play_button(playground_block, playground_crates); + + // and install on change listener to dynamically update ACE editors + if (window.ace) { + let code_block = playground_block.querySelector("code"); + if (code_block.classList.contains("editable")) { + let editor = window.ace.edit(code_block); + editor.addEventListener("change", function (e) { + update_play_button(playground_block, playground_crates); + }); + // add Ctrl-Enter command to execute rust code + editor.commands.addCommand({ + name: "run", + bindKey: { + win: "Ctrl-Enter", + mac: "Ctrl-Enter" + }, + exec: _editor => run_rust_code(playground_block) + }); + } + } + } + + // updates the visibility of play button based on `no_run` class and + // used crates vs ones available on https://play.rust-lang.org + function update_play_button(pre_block, playground_crates) { + var play_button = pre_block.querySelector(".play-button"); + + // skip if code is `no_run` + if (pre_block.querySelector('code').classList.contains("no_run")) { + play_button.classList.add("hidden"); + return; + } + + // get list of `extern crate`'s from snippet + var txt = playground_text(pre_block); + var re = /extern\s+crate\s+([a-zA-Z_0-9]+)\s*;/g; + var snippet_crates = []; + var item; + while (item = re.exec(txt)) { + snippet_crates.push(item[1]); + } + + // check if all used crates are available on play.rust-lang.org + var all_available = snippet_crates.every(function (elem) { + return playground_crates.indexOf(elem) > -1; + }); + + if (all_available) { + play_button.classList.remove("hidden"); + } else { + play_button.classList.add("hidden"); + } + } + + function run_rust_code(code_block) { + var result_block = code_block.querySelector(".result"); + if (!result_block) { + result_block = document.createElement('code'); + result_block.className = 'result hljs language-bash'; + + code_block.append(result_block); + } + + let text = playground_text(code_block); + let classes = code_block.querySelector('code').classList; + let edition = "2015"; + if(classes.contains("edition2018")) { + edition = "2018"; + } else if(classes.contains("edition2021")) { + edition = "2021"; + } + var params = { + version: "stable", + optimize: "0", + code: text, + edition: edition + }; + + if (text.indexOf("#![feature") !== -1) { + params.version = "nightly"; + } + + result_block.innerText = "Running..."; + + fetch_with_timeout("https://play.rust-lang.org/evaluate.json", { + headers: { + 'Content-Type': "application/json", + }, + method: 'POST', + mode: 'cors', + body: JSON.stringify(params) + }) + .then(response => response.json()) + .then(response => { + if (response.result.trim() === '') { + result_block.innerText = "No output"; + result_block.classList.add("result-no-output"); + } else { + result_block.innerText = response.result; + result_block.classList.remove("result-no-output"); + } + }) + .catch(error => result_block.innerText = "Playground Communication: " + error.message); + } + + // Syntax highlighting Configuration + hljs.configure({ + tabReplace: ' ', // 4 spaces + languages: [], // Languages used for auto-detection + }); + + let code_nodes = Array + .from(document.querySelectorAll('code')) + // Don't highlight `inline code` blocks in headers. + .filter(function (node) {return !node.parentElement.classList.contains("header"); }); + + if (window.ace) { + // language-rust class needs to be removed for editable + // blocks or highlightjs will capture events + code_nodes + .filter(function (node) {return node.classList.contains("editable"); }) + .forEach(function (block) { block.classList.remove('language-rust'); }); + + code_nodes + .filter(function (node) {return !node.classList.contains("editable"); }) + .forEach(function (block) { hljs.highlightBlock(block); }); + } else { + code_nodes.forEach(function (block) { hljs.highlightBlock(block); }); + } + + // Adding the hljs class gives code blocks the color css + // even if highlighting doesn't apply + code_nodes.forEach(function (block) { block.classList.add('hljs'); }); + + Array.from(document.querySelectorAll("code.hljs")).forEach(function (block) { + + var lines = Array.from(block.querySelectorAll('.boring')); + // If no lines were hidden, return + if (!lines.length) { return; } + block.classList.add("hide-boring"); + + var buttons = document.createElement('div'); + buttons.className = 'buttons'; + buttons.innerHTML = "<button class=\"fa fa-eye\" title=\"Show hidden lines\" aria-label=\"Show hidden lines\"></button>"; + + // add expand button + var pre_block = block.parentNode; + pre_block.insertBefore(buttons, pre_block.firstChild); + + pre_block.querySelector('.buttons').addEventListener('click', function (e) { + if (e.target.classList.contains('fa-eye')) { + e.target.classList.remove('fa-eye'); + e.target.classList.add('fa-eye-slash'); + e.target.title = 'Hide lines'; + e.target.setAttribute('aria-label', e.target.title); + + block.classList.remove('hide-boring'); + } else if (e.target.classList.contains('fa-eye-slash')) { + e.target.classList.remove('fa-eye-slash'); + e.target.classList.add('fa-eye'); + e.target.title = 'Show hidden lines'; + e.target.setAttribute('aria-label', e.target.title); + + block.classList.add('hide-boring'); + } + }); + }); + + if (window.playground_copyable) { + Array.from(document.querySelectorAll('pre code')).forEach(function (block) { + var pre_block = block.parentNode; + if (!pre_block.classList.contains('playground')) { + var buttons = pre_block.querySelector(".buttons"); + if (!buttons) { + buttons = document.createElement('div'); + buttons.className = 'buttons'; + pre_block.insertBefore(buttons, pre_block.firstChild); + } + + var clipButton = document.createElement('button'); + clipButton.className = 'fa fa-copy clip-button'; + clipButton.title = 'Copy to clipboard'; + clipButton.setAttribute('aria-label', clipButton.title); + clipButton.innerHTML = '<i class=\"tooltiptext\"></i>'; + + buttons.insertBefore(clipButton, buttons.firstChild); + } + }); + } + + // Process playground code blocks + Array.from(document.querySelectorAll(".playground")).forEach(function (pre_block) { + // Add play button + var buttons = pre_block.querySelector(".buttons"); + if (!buttons) { + buttons = document.createElement('div'); + buttons.className = 'buttons'; + pre_block.insertBefore(buttons, pre_block.firstChild); + } + + var runCodeButton = document.createElement('button'); + runCodeButton.className = 'fa fa-play play-button'; + runCodeButton.hidden = true; + runCodeButton.title = 'Run this code'; + runCodeButton.setAttribute('aria-label', runCodeButton.title); + + buttons.insertBefore(runCodeButton, buttons.firstChild); + runCodeButton.addEventListener('click', function (e) { + run_rust_code(pre_block); + }); + + if (window.playground_copyable) { + var copyCodeClipboardButton = document.createElement('button'); + copyCodeClipboardButton.className = 'fa fa-copy clip-button'; + copyCodeClipboardButton.innerHTML = '<i class="tooltiptext"></i>'; + copyCodeClipboardButton.title = 'Copy to clipboard'; + copyCodeClipboardButton.setAttribute('aria-label', copyCodeClipboardButton.title); + + buttons.insertBefore(copyCodeClipboardButton, buttons.firstChild); + } + + let code_block = pre_block.querySelector("code"); + if (window.ace && code_block.classList.contains("editable")) { + var undoChangesButton = document.createElement('button'); + undoChangesButton.className = 'fa fa-history reset-button'; + undoChangesButton.title = 'Undo changes'; + undoChangesButton.setAttribute('aria-label', undoChangesButton.title); + + buttons.insertBefore(undoChangesButton, buttons.firstChild); + + undoChangesButton.addEventListener('click', function () { + let editor = window.ace.edit(code_block); + editor.setValue(editor.originalCode); + editor.clearSelection(); + }); + } + }); +})(); + +(function themes() { + var html = document.querySelector('html'); + var themeToggleButton = document.getElementById('theme-toggle'); + var themePopup = document.getElementById('theme-list'); + var themeColorMetaTag = document.querySelector('meta[name="theme-color"]'); + var stylesheets = { + ayuHighlight: document.querySelector("[href$='ayu-highlight.css']"), + tomorrowNight: document.querySelector("[href$='tomorrow-night.css']"), + highlight: document.querySelector("[href$='highlight.css']"), + }; + + function showThemes() { + themePopup.style.display = 'block'; + themeToggleButton.setAttribute('aria-expanded', true); + themePopup.querySelector("button#" + get_theme()).focus(); + } + + function updateThemeSelected() { + themePopup.querySelectorAll('.theme-selected').forEach(function (el) { + el.classList.remove('theme-selected'); + }); + themePopup.querySelector("button#" + get_theme()).classList.add('theme-selected'); + } + + function hideThemes() { + themePopup.style.display = 'none'; + themeToggleButton.setAttribute('aria-expanded', false); + themeToggleButton.focus(); + } + + function get_theme() { + var theme; + try { theme = localStorage.getItem('mdbook-theme'); } catch (e) { } + if (theme === null || theme === undefined) { + return default_theme; + } else { + return theme; + } + } + + function set_theme(theme, store = true) { + let ace_theme; + + if (theme == 'coal' || theme == 'navy') { + stylesheets.ayuHighlight.disabled = true; + stylesheets.tomorrowNight.disabled = false; + stylesheets.highlight.disabled = true; + + ace_theme = "ace/theme/tomorrow_night"; + } else if (theme == 'ayu') { + stylesheets.ayuHighlight.disabled = false; + stylesheets.tomorrowNight.disabled = true; + stylesheets.highlight.disabled = true; + ace_theme = "ace/theme/tomorrow_night"; + } else { + stylesheets.ayuHighlight.disabled = true; + stylesheets.tomorrowNight.disabled = true; + stylesheets.highlight.disabled = false; + ace_theme = "ace/theme/dawn"; + } + + setTimeout(function () { + themeColorMetaTag.content = getComputedStyle(document.documentElement).backgroundColor; + }, 1); + + if (window.ace && window.editors) { + window.editors.forEach(function (editor) { + editor.setTheme(ace_theme); + }); + } + + var previousTheme = get_theme(); + + if (store) { + try { localStorage.setItem('mdbook-theme', theme); } catch (e) { } + } + + html.classList.remove(previousTheme); + html.classList.add(theme); + updateThemeSelected(); + } + + // Set theme + var theme = get_theme(); + + set_theme(theme, false); + + themeToggleButton.addEventListener('click', function () { + if (themePopup.style.display === 'block') { + hideThemes(); + } else { + showThemes(); + } + }); + + themePopup.addEventListener('click', function (e) { + var theme; + if (e.target.className === "theme") { + theme = e.target.id; + } else if (e.target.parentElement.className === "theme") { + theme = e.target.parentElement.id; + } else { + return; + } + set_theme(theme); + }); + + themePopup.addEventListener('focusout', function(e) { + // e.relatedTarget is null in Safari and Firefox on macOS (see workaround below) + if (!!e.relatedTarget && !themeToggleButton.contains(e.relatedTarget) && !themePopup.contains(e.relatedTarget)) { + hideThemes(); + } + }); + + // Should not be needed, but it works around an issue on macOS & iOS: https://github.com/rust-lang/mdBook/issues/628 + document.addEventListener('click', function(e) { + if (themePopup.style.display === 'block' && !themeToggleButton.contains(e.target) && !themePopup.contains(e.target)) { + hideThemes(); + } + }); + + document.addEventListener('keydown', function (e) { + if (e.altKey || e.ctrlKey || e.metaKey || e.shiftKey) { return; } + if (!themePopup.contains(e.target)) { return; } + + switch (e.key) { + case 'Escape': + e.preventDefault(); + hideThemes(); + break; + case 'ArrowUp': + e.preventDefault(); + var li = document.activeElement.parentElement; + if (li && li.previousElementSibling) { + li.previousElementSibling.querySelector('button').focus(); + } + break; + case 'ArrowDown': + e.preventDefault(); + var li = document.activeElement.parentElement; + if (li && li.nextElementSibling) { + li.nextElementSibling.querySelector('button').focus(); + } + break; + case 'Home': + e.preventDefault(); + themePopup.querySelector('li:first-child button').focus(); + break; + case 'End': + e.preventDefault(); + themePopup.querySelector('li:last-child button').focus(); + break; + } + }); +})(); + +(function sidebar() { + var body = document.querySelector("body"); + var sidebar = document.getElementById("sidebar"); + var sidebarLinks = document.querySelectorAll('#sidebar a'); + var sidebarToggleButton = document.getElementById("sidebar-toggle"); + var sidebarResizeHandle = document.getElementById("sidebar-resize-handle"); + var firstContact = null; + + function showSidebar() { + body.classList.remove('sidebar-hidden') + body.classList.add('sidebar-visible'); + Array.from(sidebarLinks).forEach(function (link) { + link.setAttribute('tabIndex', 0); + }); + sidebarToggleButton.setAttribute('aria-expanded', true); + sidebar.setAttribute('aria-hidden', false); + try { localStorage.setItem('mdbook-sidebar', 'visible'); } catch (e) { } + } + + + var sidebarAnchorToggles = document.querySelectorAll('#sidebar a.toggle'); + + function toggleSection(ev) { + ev.currentTarget.parentElement.classList.toggle('expanded'); + } + + Array.from(sidebarAnchorToggles).forEach(function (el) { + el.addEventListener('click', toggleSection); + }); + + function hideSidebar() { + body.classList.remove('sidebar-visible') + body.classList.add('sidebar-hidden'); + Array.from(sidebarLinks).forEach(function (link) { + link.setAttribute('tabIndex', -1); + }); + sidebarToggleButton.setAttribute('aria-expanded', false); + sidebar.setAttribute('aria-hidden', true); + try { localStorage.setItem('mdbook-sidebar', 'hidden'); } catch (e) { } + } + + // Toggle sidebar + sidebarToggleButton.addEventListener('click', function sidebarToggle() { + if (body.classList.contains("sidebar-hidden")) { + var current_width = parseInt( + document.documentElement.style.getPropertyValue('--sidebar-width'), 10); + if (current_width < 150) { + document.documentElement.style.setProperty('--sidebar-width', '150px'); + } + showSidebar(); + } else if (body.classList.contains("sidebar-visible")) { + hideSidebar(); + } else { + if (getComputedStyle(sidebar)['transform'] === 'none') { + hideSidebar(); + } else { + showSidebar(); + } + } + }); + + sidebarResizeHandle.addEventListener('mousedown', initResize, false); + + function initResize(e) { + window.addEventListener('mousemove', resize, false); + window.addEventListener('mouseup', stopResize, false); + body.classList.add('sidebar-resizing'); + } + function resize(e) { + var pos = (e.clientX - sidebar.offsetLeft); + if (pos < 20) { + hideSidebar(); + } else { + if (body.classList.contains("sidebar-hidden")) { + showSidebar(); + } + pos = Math.min(pos, window.innerWidth - 100); + document.documentElement.style.setProperty('--sidebar-width', pos + 'px'); + } + } + //on mouseup remove windows functions mousemove & mouseup + function stopResize(e) { + body.classList.remove('sidebar-resizing'); + window.removeEventListener('mousemove', resize, false); + window.removeEventListener('mouseup', stopResize, false); + } + + document.addEventListener('touchstart', function (e) { + firstContact = { + x: e.touches[0].clientX, + time: Date.now() + }; + }, { passive: true }); + + document.addEventListener('touchmove', function (e) { + if (!firstContact) + return; + + var curX = e.touches[0].clientX; + var xDiff = curX - firstContact.x, + tDiff = Date.now() - firstContact.time; + + if (tDiff < 250 && Math.abs(xDiff) >= 150) { + if (xDiff >= 0 && firstContact.x < Math.min(document.body.clientWidth * 0.25, 300)) + showSidebar(); + else if (xDiff < 0 && curX < 300) + hideSidebar(); + + firstContact = null; + } + }, { passive: true }); +})(); + +(function chapterNavigation() { + document.addEventListener('keydown', function (e) { + if (e.altKey || e.ctrlKey || e.metaKey || e.shiftKey) { return; } + if (window.search && window.search.hasFocus()) { return; } + var html = document.querySelector('html'); + + function next() { + var nextButton = document.querySelector('.nav-chapters.next'); + if (nextButton) { + window.location.href = nextButton.href; + } + } + function prev() { + var previousButton = document.querySelector('.nav-chapters.previous'); + if (previousButton) { + window.location.href = previousButton.href; + } + } + switch (e.key) { + case 'ArrowRight': + e.preventDefault(); + if (html.dir == 'rtl') { + prev(); + } else { + next(); + } + break; + case 'ArrowLeft': + e.preventDefault(); + if (html.dir == 'rtl') { + next(); + } else { + prev(); + } + break; + } + }); +})(); + +(function clipboard() { + var clipButtons = document.querySelectorAll('.clip-button'); + + function hideTooltip(elem) { + elem.firstChild.innerText = ""; + elem.className = 'fa fa-copy clip-button'; + } + + function showTooltip(elem, msg) { + elem.firstChild.innerText = msg; + elem.className = 'fa fa-copy tooltipped'; + } + + var clipboardSnippets = new ClipboardJS('.clip-button', { + text: function (trigger) { + hideTooltip(trigger); + let playground = trigger.closest("pre"); + return playground_text(playground, false); + } + }); + + Array.from(clipButtons).forEach(function (clipButton) { + clipButton.addEventListener('mouseout', function (e) { + hideTooltip(e.currentTarget); + }); + }); + + clipboardSnippets.on('success', function (e) { + e.clearSelection(); + showTooltip(e.trigger, "Copied!"); + }); + + clipboardSnippets.on('error', function (e) { + showTooltip(e.trigger, "Clipboard error!"); + }); +})(); + +(function scrollToTop () { + var menuTitle = document.querySelector('.menu-title'); + + menuTitle.addEventListener('click', function () { + document.scrollingElement.scrollTo({ top: 0, behavior: 'smooth' }); + }); +})(); + +(function controllMenu() { + var menu = document.getElementById('menu-bar'); + + (function controllPosition() { + var scrollTop = document.scrollingElement.scrollTop; + var prevScrollTop = scrollTop; + var minMenuY = -menu.clientHeight - 50; + // When the script loads, the page can be at any scroll (e.g. if you reforesh it). + menu.style.top = scrollTop + 'px'; + // Same as parseInt(menu.style.top.slice(0, -2), but faster + var topCache = menu.style.top.slice(0, -2); + menu.classList.remove('sticky'); + var stickyCache = false; // Same as menu.classList.contains('sticky'), but faster + document.addEventListener('scroll', function () { + scrollTop = Math.max(document.scrollingElement.scrollTop, 0); + // `null` means that it doesn't need to be updated + var nextSticky = null; + var nextTop = null; + var scrollDown = scrollTop > prevScrollTop; + var menuPosAbsoluteY = topCache - scrollTop; + if (scrollDown) { + nextSticky = false; + if (menuPosAbsoluteY > 0) { + nextTop = prevScrollTop; + } + } else { + if (menuPosAbsoluteY > 0) { + nextSticky = true; + } else if (menuPosAbsoluteY < minMenuY) { + nextTop = prevScrollTop + minMenuY; + } + } + if (nextSticky === true && stickyCache === false) { + menu.classList.add('sticky'); + stickyCache = true; + } else if (nextSticky === false && stickyCache === true) { + menu.classList.remove('sticky'); + stickyCache = false; + } + if (nextTop !== null) { + menu.style.top = nextTop + 'px'; + topCache = nextTop; + } + prevScrollTop = scrollTop; + }, { passive: true }); + })(); + (function controllBorder() { + function updateBorder() { + if (menu.offsetTop === 0) { + menu.classList.remove('bordered'); + } else { + menu.classList.add('bordered'); + } + } + updateBorder(); + document.addEventListener('scroll', updateBorder, { passive: true }); + })(); +})(); diff --git a/ko/clipboard.min.js b/ko/clipboard.min.js new file mode 100644 index 0000000000000000000000000000000000000000..02c549e35c86460e357a4fcebc61e1556929632f --- /dev/null +++ b/ko/clipboard.min.js @@ -0,0 +1,7 @@ +/*! + * clipboard.js v2.0.4 + * https://zenorocha.github.io/clipboard.js + * + * Licensed MIT © Zeno Rocha + */ +!function(t,e){"object"==typeof exports&&"object"==typeof module?module.exports=e():"function"==typeof define&&define.amd?define([],e):"object"==typeof exports?exports.ClipboardJS=e():t.ClipboardJS=e()}(this,function(){return function(n){var o={};function r(t){if(o[t])return o[t].exports;var e=o[t]={i:t,l:!1,exports:{}};return n[t].call(e.exports,e,e.exports,r),e.l=!0,e.exports}return r.m=n,r.c=o,r.d=function(t,e,n){r.o(t,e)||Object.defineProperty(t,e,{enumerable:!0,get:n})},r.r=function(t){"undefined"!=typeof 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Without it, dragging on mobile Safari + will want to reposition the viewport in a weird way. + */ + overflow-x: clip; +} + +/* Menu Bar */ + +#menu-bar, +#menu-bar-hover-placeholder { + z-index: 101; + margin: auto calc(0px - var(--page-padding)); +} +#menu-bar { + position: relative; + display: flex; + flex-wrap: wrap; + background-color: var(--bg); + border-block-end-color: var(--bg); + border-block-end-width: 1px; + border-block-end-style: solid; +} +#menu-bar.sticky, +.js #menu-bar-hover-placeholder:hover + #menu-bar, +.js #menu-bar:hover, +.js.sidebar-visible #menu-bar { + position: -webkit-sticky; + position: sticky; + top: 0 !important; +} +#menu-bar-hover-placeholder { + position: sticky; + position: -webkit-sticky; + top: 0; + height: var(--menu-bar-height); +} +#menu-bar.bordered { + border-block-end-color: var(--table-border-color); +} +#menu-bar i, #menu-bar .icon-button { + position: relative; + padding: 0 8px; + z-index: 10; + line-height: var(--menu-bar-height); + cursor: pointer; + transition: color 0.5s; +} +@media only screen and (max-width: 420px) { + #menu-bar i, #menu-bar .icon-button { + padding: 0 5px; + } +} + +.icon-button { + border: none; + background: none; + padding: 0; + color: inherit; +} +.icon-button i { + margin: 0; +} + +.right-buttons { + margin: 0 15px; +} +.right-buttons a { + text-decoration: none; +} + +.left-buttons { + display: flex; + margin: 0 5px; +} +.no-js .left-buttons button { + display: none; +} + +.menu-title { + display: inline-block; + font-weight: 200; + font-size: 2.4rem; + line-height: var(--menu-bar-height); + text-align: center; + margin: 0; + flex: 1; + white-space: nowrap; + overflow: hidden; + text-overflow: ellipsis; +} +.js .menu-title { + cursor: pointer; +} + +.menu-bar, +.menu-bar:visited, +.nav-chapters, +.nav-chapters:visited, +.mobile-nav-chapters, +.mobile-nav-chapters:visited, +.menu-bar .icon-button, +.menu-bar a i { + color: var(--icons); +} + +.menu-bar i:hover, +.menu-bar .icon-button:hover, +.nav-chapters:hover, +.mobile-nav-chapters i:hover { + color: var(--icons-hover); +} + +/* Nav Icons */ + +.nav-chapters { + font-size: 2.5em; + text-align: center; + text-decoration: none; + + position: fixed; + top: 0; + bottom: 0; + margin: 0; + max-width: 150px; + min-width: 90px; + + display: flex; + justify-content: center; + align-content: center; + flex-direction: column; + + transition: color 0.5s, background-color 0.5s; +} + +.nav-chapters:hover { + text-decoration: none; + background-color: var(--theme-hover); + transition: background-color 0.15s, color 0.15s; +} + +.nav-wrapper { + margin-block-start: 50px; + display: none; +} + +.mobile-nav-chapters { + font-size: 2.5em; + text-align: center; + text-decoration: none; + width: 90px; + border-radius: 5px; + background-color: var(--sidebar-bg); +} + +/* Only Firefox supports flow-relative values */ +.previous { float: left; } +[dir=rtl] .previous { float: right; } + +/* Only Firefox supports flow-relative values */ +.next { + float: right; + right: var(--page-padding); +} +[dir=rtl] .next { + float: left; + right: unset; + left: var(--page-padding); +} + +/* Use the correct buttons for RTL layouts*/ +[dir=rtl] .previous i.fa-angle-left:before {content:"\f105";} +[dir=rtl] .next i.fa-angle-right:before { content:"\f104"; } + +@media only screen and (max-width: 1080px) { + .nav-wide-wrapper { display: none; } + .nav-wrapper { display: block; } +} + +/* sidebar-visible */ +@media only screen and (max-width: 1380px) { + #sidebar-toggle-anchor:checked ~ .page-wrapper .nav-wide-wrapper { display: none; } + #sidebar-toggle-anchor:checked ~ .page-wrapper .nav-wrapper { display: block; } +} + +/* Inline code */ + +:not(pre) > .hljs { + display: inline; + padding: 0.1em 0.3em; + border-radius: 3px; +} + +:not(pre):not(a) > .hljs { + color: var(--inline-code-color); + overflow-x: initial; +} + +a:hover > .hljs { + text-decoration: underline; +} + +pre { + position: relative; +} +pre > .buttons { + position: absolute; + z-index: 100; + right: 0px; + top: 2px; + margin: 0px; + padding: 2px 0px; + + color: var(--sidebar-fg); + cursor: pointer; + visibility: hidden; + opacity: 0; + transition: visibility 0.1s linear, opacity 0.1s linear; +} +pre:hover > .buttons { + visibility: visible; + opacity: 1 +} +pre > .buttons :hover { + color: var(--sidebar-active); + border-color: var(--icons-hover); + background-color: var(--theme-hover); +} +pre > .buttons i { + margin-inline-start: 8px; +} +pre > .buttons button { + cursor: inherit; + margin: 0px 5px; + padding: 3px 5px; + font-size: 14px; + + border-style: solid; + border-width: 1px; + border-radius: 4px; + border-color: var(--icons); + background-color: var(--theme-popup-bg); + transition: 100ms; + transition-property: color,border-color,background-color; + color: var(--icons); +} +@media (pointer: coarse) { + pre > .buttons button { + /* On mobile, make it easier to tap buttons. */ + padding: 0.3rem 1rem; + } + + .sidebar-resize-indicator { + /* Hide resize indicator on devices with limited accuracy */ + display: none; + } +} +pre > code { + display: block; + padding: 1rem; +} + +/* FIXME: ACE editors overlap their buttons because ACE does absolute + positioning within the code block which breaks padding. The only solution I + can think of is to move the padding to the outer pre tag (or insert a div + wrapper), but that would require fixing a whole bunch of CSS rules. +*/ +.hljs.ace_editor { + padding: 0rem 0rem; +} + +pre > .result { + margin-block-start: 10px; +} + +/* Search */ + +#searchresults a { + text-decoration: none; +} + +mark { + border-radius: 2px; + padding-block-start: 0; + padding-block-end: 1px; + padding-inline-start: 3px; + padding-inline-end: 3px; + margin-block-start: 0; + margin-block-end: -1px; + margin-inline-start: -3px; + margin-inline-end: -3px; + background-color: var(--search-mark-bg); + transition: background-color 300ms linear; + cursor: pointer; +} + +mark.fade-out { + background-color: rgba(0,0,0,0) !important; + cursor: auto; +} + +.searchbar-outer { + margin-inline-start: auto; + margin-inline-end: auto; + max-width: var(--content-max-width); +} + +#searchbar { + width: 100%; + margin-block-start: 5px; + margin-block-end: 0; + margin-inline-start: auto; + margin-inline-end: auto; + padding: 10px 16px; + transition: box-shadow 300ms ease-in-out; + border: 1px solid var(--searchbar-border-color); + border-radius: 3px; + background-color: var(--searchbar-bg); + color: var(--searchbar-fg); +} +#searchbar:focus, +#searchbar.active { + box-shadow: 0 0 3px var(--searchbar-shadow-color); +} + +.searchresults-header { + font-weight: bold; + font-size: 1em; + padding-block-start: 18px; + padding-block-end: 0; + padding-inline-start: 5px; + padding-inline-end: 0; + color: var(--searchresults-header-fg); +} + +.searchresults-outer { + margin-inline-start: auto; + margin-inline-end: auto; + max-width: var(--content-max-width); + border-block-end: 1px dashed var(--searchresults-border-color); +} + +ul#searchresults { + list-style: none; + padding-inline-start: 20px; +} +ul#searchresults li { + margin: 10px 0px; + padding: 2px; + border-radius: 2px; +} +ul#searchresults li.focus { + background-color: var(--searchresults-li-bg); +} +ul#searchresults span.teaser { + display: block; + clear: both; + margin-block-start: 5px; + margin-block-end: 0; + margin-inline-start: 20px; + margin-inline-end: 0; + font-size: 0.8em; +} +ul#searchresults span.teaser em { + font-weight: bold; + font-style: normal; +} + +/* Sidebar */ + +.sidebar { + position: fixed; + left: 0; + top: 0; + bottom: 0; + width: var(--sidebar-width); + font-size: 0.875em; + box-sizing: border-box; + -webkit-overflow-scrolling: touch; + overscroll-behavior-y: contain; + background-color: var(--sidebar-bg); + color: var(--sidebar-fg); +} +[dir=rtl] .sidebar { left: unset; right: 0; } +.sidebar-resizing { + -moz-user-select: none; + -webkit-user-select: none; + -ms-user-select: none; + user-select: none; +} +.no-js .sidebar, +.js:not(.sidebar-resizing) .sidebar { + transition: transform 0.3s; /* Animation: slide away */ +} +.sidebar code { + line-height: 2em; +} +.sidebar .sidebar-scrollbox { + overflow-y: auto; + position: absolute; + top: 0; + bottom: 0; + left: 0; + right: 0; + padding: 10px 10px; +} +.sidebar .sidebar-resize-handle { + position: absolute; + cursor: col-resize; + width: 0; + right: calc(var(--sidebar-resize-indicator-width) * -1); + top: 0; + bottom: 0; + display: flex; + align-items: center; +} + +.sidebar-resize-handle .sidebar-resize-indicator { + width: 100%; + height: 12px; + background-color: var(--icons); + margin-inline-start: var(--sidebar-resize-indicator-space); +} + +[dir=rtl] .sidebar .sidebar-resize-handle { + left: calc(var(--sidebar-resize-indicator-width) * -1); + right: unset; +} +.js .sidebar .sidebar-resize-handle { + cursor: col-resize; + width: calc(var(--sidebar-resize-indicator-width) - var(--sidebar-resize-indicator-space)); +} +/* sidebar-hidden */ +#sidebar-toggle-anchor:not(:checked) ~ .sidebar { + transform: translateX(calc(0px - var(--sidebar-width) - var(--sidebar-resize-indicator-width))); + z-index: -1; +} +[dir=rtl] #sidebar-toggle-anchor:not(:checked) ~ .sidebar { + transform: translateX(calc(var(--sidebar-width) + var(--sidebar-resize-indicator-width))); +} +.sidebar::-webkit-scrollbar { + background: var(--sidebar-bg); +} +.sidebar::-webkit-scrollbar-thumb { + background: var(--scrollbar); +} + +/* sidebar-visible */ +#sidebar-toggle-anchor:checked ~ .page-wrapper { + transform: translateX(calc(var(--sidebar-width) + var(--sidebar-resize-indicator-width))); +} +[dir=rtl] #sidebar-toggle-anchor:checked ~ .page-wrapper { + transform: translateX(calc(0px - var(--sidebar-width) - var(--sidebar-resize-indicator-width))); +} +@media only screen and (min-width: 620px) { + #sidebar-toggle-anchor:checked ~ .page-wrapper { + transform: none; + margin-inline-start: calc(var(--sidebar-width) + var(--sidebar-resize-indicator-width)); + } + [dir=rtl] #sidebar-toggle-anchor:checked ~ .page-wrapper { + transform: none; + } +} + +.chapter { + list-style: none outside none; + padding-inline-start: 0; + line-height: 2.2em; +} + +.chapter ol { + width: 100%; +} + +.chapter li { + display: flex; + color: var(--sidebar-non-existant); +} +.chapter li a { + display: block; + padding: 0; + text-decoration: none; + color: var(--sidebar-fg); +} + +.chapter li a:hover { + color: var(--sidebar-active); +} + +.chapter li a.active { + color: var(--sidebar-active); +} + +.chapter li > a.toggle { + cursor: pointer; + display: block; + margin-inline-start: auto; + padding: 0 10px; + user-select: none; + opacity: 0.68; +} + +.chapter li > a.toggle div { + transition: transform 0.5s; +} + +/* collapse the section */ +.chapter li:not(.expanded) + li > ol { + display: none; +} + +.chapter li.chapter-item { + line-height: 1.5em; + margin-block-start: 0.6em; +} + +.chapter li.expanded > a.toggle div { + transform: rotate(90deg); +} + +.spacer { + width: 100%; + height: 3px; + margin: 5px 0px; +} +.chapter .spacer { + background-color: var(--sidebar-spacer); +} + +@media (-moz-touch-enabled: 1), (pointer: coarse) { + .chapter li a { padding: 5px 0; } + .spacer { margin: 10px 0; } +} + +.section { + list-style: none outside none; + padding-inline-start: 20px; + line-height: 1.9em; +} + +/* Theme Menu Popup */ + +.theme-popup { + position: absolute; + left: 10px; + top: var(--menu-bar-height); + z-index: 1000; + border-radius: 4px; + font-size: 0.7em; + color: var(--fg); + background: var(--theme-popup-bg); + border: 1px solid var(--theme-popup-border); + margin: 0; + padding: 0; + list-style: none; + display: none; + /* Don't let the children's background extend past the rounded corners. */ + overflow: hidden; +} +[dir=rtl] .theme-popup { left: unset; right: 10px; } +.theme-popup .default { + color: var(--icons); +} +.theme-popup .theme { + width: 100%; + border: 0; + margin: 0; + padding: 2px 20px; + line-height: 25px; + white-space: nowrap; + text-align: start; + cursor: pointer; + color: inherit; + background: inherit; + font-size: inherit; +} +.theme-popup .theme:hover { + background-color: var(--theme-hover); +} + +.theme-selected::before { + display: inline-block; + content: "✓"; + margin-inline-start: -14px; + width: 14px; +} diff --git a/ko/css/general.css b/ko/css/general.css new file mode 100644 index 0000000000000000000000000000000000000000..7670b087d3186a45a724e5c7ac2d52a4a78b5245 --- /dev/null +++ b/ko/css/general.css @@ -0,0 +1,232 @@ +/* Base styles and content styles */ + +:root { + /* Browser default font-size is 16px, this way 1 rem = 10px */ + font-size: 62.5%; + color-scheme: var(--color-scheme); +} + +html { + font-family: "Open Sans", sans-serif; + color: var(--fg); + background-color: var(--bg); + text-size-adjust: none; + -webkit-text-size-adjust: none; +} + +body { + margin: 0; + font-size: 1.6rem; + overflow-x: hidden; +} + +code { + font-family: var(--mono-font) !important; + font-size: var(--code-font-size); + direction: ltr !important; +} + +/* make long words/inline code not x overflow */ +main { + overflow-wrap: break-word; +} + +/* make wide tables scroll if they overflow */ +.table-wrapper { + overflow-x: auto; +} + +/* Don't change font size in headers. */ +h1 code, h2 code, h3 code, h4 code, h5 code, h6 code { + font-size: unset; +} + +.left { float: left; } +.right { float: right; } +.boring { opacity: 0.6; } +.hide-boring .boring { display: none; } +.hidden { display: none !important; } + +h2, h3 { margin-block-start: 2.5em; } +h4, h5 { margin-block-start: 2em; } + +.header + .header h3, +.header + .header h4, +.header + .header h5 { + margin-block-start: 1em; +} + +h1:target::before, +h2:target::before, +h3:target::before, +h4:target::before, +h5:target::before, +h6:target::before { + display: inline-block; + content: "»"; + margin-inline-start: -30px; + width: 30px; +} + +/* This is broken on Safari as of version 14, but is fixed + in Safari Technology Preview 117 which I think will be Safari 14.2. + https://bugs.webkit.org/show_bug.cgi?id=218076 +*/ +:target { + /* Safari does not support logical properties */ + scroll-margin-top: calc(var(--menu-bar-height) + 0.5em); +} + +.page { + outline: 0; + padding: 0 var(--page-padding); + margin-block-start: calc(0px - var(--menu-bar-height)); /* Compensate for the #menu-bar-hover-placeholder */ +} +.page-wrapper { + box-sizing: border-box; + background-color: var(--bg); +} +.no-js .page-wrapper, +.js:not(.sidebar-resizing) .page-wrapper { + transition: margin-left 0.3s ease, transform 0.3s ease; /* Animation: slide away */ +} +[dir=rtl] .js:not(.sidebar-resizing) .page-wrapper { + transition: margin-right 0.3s ease, transform 0.3s ease; /* Animation: slide away */ +} + +.content { + overflow-y: auto; + padding: 0 5px 50px 5px; +} +.content main { + margin-inline-start: auto; + margin-inline-end: auto; + max-width: var(--content-max-width); +} +.content p { line-height: 1.45em; } +.content ol { line-height: 1.45em; } +.content ul { line-height: 1.45em; } +.content a { text-decoration: none; } +.content a:hover { text-decoration: underline; } +.content img, .content video { max-width: 100%; } +.content .header:link, +.content .header:visited { + color: var(--fg); +} +.content .header:link, +.content .header:visited:hover { + text-decoration: none; +} + +table { + margin: 0 auto; + border-collapse: collapse; +} +table td { + padding: 3px 20px; + border: 1px var(--table-border-color) solid; +} +table thead { + background: var(--table-header-bg); +} +table thead td { + font-weight: 700; + border: none; +} +table thead th { + padding: 3px 20px; +} +table thead tr { + border: 1px var(--table-header-bg) solid; +} +/* Alternate background colors for rows */ +table tbody tr:nth-child(2n) { + background: var(--table-alternate-bg); +} + + +blockquote { + margin: 20px 0; + padding: 0 20px; + color: var(--fg); + background-color: var(--quote-bg); + border-block-start: .1em solid var(--quote-border); + border-block-end: .1em solid var(--quote-border); +} + +.warning { + margin: 20px; + padding: 0 20px; + border-inline-start: 2px solid var(--warning-border); +} + +.warning:before { + position: absolute; + width: 3rem; + height: 3rem; + margin-inline-start: calc(-1.5rem - 21px); + content: "ⓘ"; + text-align: center; + background-color: var(--bg); + color: var(--warning-border); + font-weight: bold; + font-size: 2rem; +} + +blockquote .warning:before { + background-color: var(--quote-bg); +} + +kbd { + background-color: var(--table-border-color); + border-radius: 4px; + border: solid 1px var(--theme-popup-border); + box-shadow: inset 0 -1px 0 var(--theme-hover); + display: inline-block; + font-size: var(--code-font-size); + font-family: var(--mono-font); + line-height: 10px; + padding: 4px 5px; + vertical-align: middle; +} + +:not(.footnote-definition) + .footnote-definition, +.footnote-definition + :not(.footnote-definition) { + margin-block-start: 2em; +} +.footnote-definition { + font-size: 0.9em; + margin: 0.5em 0; +} +.footnote-definition p { + display: inline; +} + +.tooltiptext { + position: absolute; + visibility: hidden; + color: #fff; + background-color: #333; + transform: translateX(-50%); /* Center by moving tooltip 50% of its width left */ + left: -8px; /* Half of the width of the icon */ + top: -35px; + font-size: 0.8em; + text-align: center; + border-radius: 6px; + padding: 5px 8px; + margin: 5px; + z-index: 1000; +} +.tooltipped .tooltiptext { + visibility: visible; +} + +.chapter li.part-title { + color: var(--sidebar-fg); + margin: 5px 0px; + font-weight: bold; +} + +.result-no-output { + font-style: italic; +} diff --git a/ko/css/print.css b/ko/css/print.css new file mode 100644 index 0000000000000000000000000000000000000000..80ec3a5441975ad3aa96d7c1ce9740354d0ae040 --- /dev/null +++ b/ko/css/print.css @@ -0,0 +1,50 @@ + +#sidebar, +#menu-bar, +.nav-chapters, +.mobile-nav-chapters { + display: none; +} + +#page-wrapper.page-wrapper { + transform: none !important; + margin-inline-start: 0px; + overflow-y: initial; +} + +#content { + max-width: none; + margin: 0; + padding: 0; +} + +.page { + overflow-y: initial; +} + +code { + direction: ltr !important; +} + +pre > .buttons { + z-index: 2; +} + +a, a:visited, a:active, a:hover { + color: #4183c4; + text-decoration: none; +} + +h1, h2, h3, h4, h5, h6 { + page-break-inside: avoid; + page-break-after: avoid; +} + +pre, code { + page-break-inside: avoid; + white-space: pre-wrap; +} + +.fa { + display: none !important; +} diff --git a/ko/css/variables.css b/ko/css/variables.css new file mode 100644 index 0000000000000000000000000000000000000000..0da55e8c9a76b06fdff406c45659558cfa43e51e --- /dev/null +++ b/ko/css/variables.css @@ -0,0 +1,279 @@ + +/* Globals */ + +:root { + --sidebar-width: 300px; + --sidebar-resize-indicator-width: 8px; + --sidebar-resize-indicator-space: 2px; + --page-padding: 15px; + --content-max-width: 750px; + --menu-bar-height: 50px; + --mono-font: "Source Code Pro", Consolas, "Ubuntu Mono", Menlo, "DejaVu Sans Mono", monospace, monospace; + --code-font-size: 0.875em /* please adjust the ace font size accordingly in editor.js */ +} + +/* Themes */ + +.ayu { + --bg: hsl(210, 25%, 8%); + --fg: #c5c5c5; + + --sidebar-bg: #14191f; + --sidebar-fg: #c8c9db; + --sidebar-non-existant: #5c6773; + --sidebar-active: #ffb454; + --sidebar-spacer: #2d334f; + + --scrollbar: var(--sidebar-fg); + + --icons: #737480; + --icons-hover: #b7b9cc; + + --links: #0096cf; + + --inline-code-color: #ffb454; + + --theme-popup-bg: #14191f; + --theme-popup-border: #5c6773; + --theme-hover: #191f26; + + --quote-bg: hsl(226, 15%, 17%); + --quote-border: hsl(226, 15%, 22%); + + --warning-border: #ff8e00; + + --table-border-color: hsl(210, 25%, 13%); + --table-header-bg: hsl(210, 25%, 28%); + --table-alternate-bg: hsl(210, 25%, 11%); + + --searchbar-border-color: #848484; + --searchbar-bg: #424242; + --searchbar-fg: #fff; + --searchbar-shadow-color: #d4c89f; + --searchresults-header-fg: #666; + --searchresults-border-color: #888; + --searchresults-li-bg: #252932; + --search-mark-bg: #e3b171; + + --color-scheme: dark; +} + +.coal { + --bg: hsl(200, 7%, 8%); + --fg: #98a3ad; + + --sidebar-bg: #292c2f; + --sidebar-fg: #a1adb8; + --sidebar-non-existant: #505254; + --sidebar-active: #3473ad; + --sidebar-spacer: #393939; + + --scrollbar: var(--sidebar-fg); + + --icons: #43484d; + --icons-hover: #b3c0cc; + + --links: #2b79a2; + + --inline-code-color: #c5c8c6; + + --theme-popup-bg: #141617; + --theme-popup-border: #43484d; + --theme-hover: #1f2124; + + --quote-bg: hsl(234, 21%, 18%); + --quote-border: hsl(234, 21%, 23%); + + --warning-border: #ff8e00; + + --table-border-color: hsl(200, 7%, 13%); + --table-header-bg: hsl(200, 7%, 28%); + --table-alternate-bg: hsl(200, 7%, 11%); + + --searchbar-border-color: #aaa; + --searchbar-bg: #b7b7b7; + --searchbar-fg: #000; + --searchbar-shadow-color: #aaa; + --searchresults-header-fg: #666; + --searchresults-border-color: #98a3ad; + --searchresults-li-bg: #2b2b2f; + --search-mark-bg: #355c7d; + + --color-scheme: dark; +} + +.light { + --bg: hsl(0, 0%, 100%); + --fg: hsl(0, 0%, 0%); + + --sidebar-bg: #fafafa; + --sidebar-fg: hsl(0, 0%, 0%); + --sidebar-non-existant: #aaaaaa; + --sidebar-active: #1f1fff; + --sidebar-spacer: #f4f4f4; + + --scrollbar: #8F8F8F; + + --icons: #747474; + --icons-hover: #000000; + + --links: #20609f; + + --inline-code-color: #301900; + + --theme-popup-bg: #fafafa; + --theme-popup-border: #cccccc; + --theme-hover: #e6e6e6; + + --quote-bg: hsl(197, 37%, 96%); + --quote-border: hsl(197, 37%, 91%); + + --warning-border: #ff8e00; + + --table-border-color: hsl(0, 0%, 95%); + --table-header-bg: hsl(0, 0%, 80%); + --table-alternate-bg: hsl(0, 0%, 97%); + + --searchbar-border-color: #aaa; + --searchbar-bg: #fafafa; + --searchbar-fg: #000; + --searchbar-shadow-color: #aaa; + --searchresults-header-fg: #666; + --searchresults-border-color: #888; + --searchresults-li-bg: #e4f2fe; + --search-mark-bg: #a2cff5; + + --color-scheme: light; +} + +.navy { + --bg: hsl(226, 23%, 11%); + --fg: #bcbdd0; + + --sidebar-bg: #282d3f; + --sidebar-fg: #c8c9db; + --sidebar-non-existant: #505274; + --sidebar-active: #2b79a2; + --sidebar-spacer: #2d334f; + + --scrollbar: var(--sidebar-fg); + + --icons: #737480; + --icons-hover: #b7b9cc; + + --links: #2b79a2; + + --inline-code-color: #c5c8c6; + + --theme-popup-bg: #161923; + --theme-popup-border: #737480; + --theme-hover: #282e40; + + --quote-bg: hsl(226, 15%, 17%); + --quote-border: hsl(226, 15%, 22%); + + --warning-border: #ff8e00; + + --table-border-color: hsl(226, 23%, 16%); + --table-header-bg: hsl(226, 23%, 31%); + --table-alternate-bg: hsl(226, 23%, 14%); + + --searchbar-border-color: #aaa; + --searchbar-bg: #aeaec6; + --searchbar-fg: #000; + --searchbar-shadow-color: #aaa; + --searchresults-header-fg: #5f5f71; + --searchresults-border-color: #5c5c68; + --searchresults-li-bg: #242430; + --search-mark-bg: #a2cff5; + + --color-scheme: dark; +} + +.rust { + --bg: hsl(60, 9%, 87%); + --fg: #262625; + + --sidebar-bg: #3b2e2a; + --sidebar-fg: #c8c9db; + --sidebar-non-existant: #505254; + --sidebar-active: #e69f67; + --sidebar-spacer: #45373a; + + --scrollbar: var(--sidebar-fg); + + --icons: #737480; + --icons-hover: #262625; + + --links: #2b79a2; + + --inline-code-color: #6e6b5e; + + --theme-popup-bg: #e1e1db; + --theme-popup-border: #b38f6b; + --theme-hover: #99908a; + + --quote-bg: hsl(60, 5%, 75%); + --quote-border: hsl(60, 5%, 70%); + + --warning-border: #ff8e00; + + --table-border-color: hsl(60, 9%, 82%); + --table-header-bg: #b3a497; + --table-alternate-bg: hsl(60, 9%, 84%); + + --searchbar-border-color: #aaa; + --searchbar-bg: #fafafa; + --searchbar-fg: #000; + --searchbar-shadow-color: #aaa; + --searchresults-header-fg: #666; + --searchresults-border-color: #888; + --searchresults-li-bg: #dec2a2; + --search-mark-bg: #e69f67; + + --color-scheme: light; +} + +@media (prefers-color-scheme: dark) { + .light.no-js { + --bg: hsl(200, 7%, 8%); + --fg: #98a3ad; + + --sidebar-bg: #292c2f; + --sidebar-fg: #a1adb8; + --sidebar-non-existant: #505254; + --sidebar-active: #3473ad; + --sidebar-spacer: #393939; + + --scrollbar: var(--sidebar-fg); + + --icons: #43484d; + --icons-hover: #b3c0cc; + + --links: #2b79a2; + + --inline-code-color: #c5c8c6; + + --theme-popup-bg: #141617; + --theme-popup-border: #43484d; + --theme-hover: #1f2124; + + --quote-bg: hsl(234, 21%, 18%); + --quote-border: hsl(234, 21%, 23%); + + --warning-border: #ff8e00; + + --table-border-color: hsl(200, 7%, 13%); + --table-header-bg: hsl(200, 7%, 28%); + --table-alternate-bg: hsl(200, 7%, 11%); + + --searchbar-border-color: #aaa; + --searchbar-bg: #b7b7b7; + --searchbar-fg: #000; + --searchbar-shadow-color: #aaa; + --searchresults-header-fg: #666; + --searchresults-border-color: #98a3ad; + --searchresults-li-bg: #2b2b2f; + --search-mark-bg: #355c7d; + } +} diff --git a/ko/elasticlunr.min.js b/ko/elasticlunr.min.js new file mode 100644 index 0000000000000000000000000000000000000000..94b20dd2ef4609847e67314f19aa04ba5fa9dcef --- /dev/null +++ b/ko/elasticlunr.min.js @@ -0,0 +1,10 @@ +/** + * elasticlunr - http://weixsong.github.io + * Lightweight full-text search engine in Javascript for browser search and offline search. - 0.9.5 + * + * Copyright (C) 2017 Oliver Nightingale + * Copyright (C) 2017 Wei Song + * MIT Licensed + * @license + */ +!function(){function e(e){if(null===e||"object"!=typeof e)return e;var t=e.constructor();for(var n in e)e.hasOwnProperty(n)&&(t[n]=e[n]);return t}var t=function(e){var n=new t.Index;return n.pipeline.add(t.trimmer,t.stopWordFilter,t.stemmer),e&&e.call(n,n),n};t.version="0.9.5",lunr=t,t.utils={},t.utils.warn=function(e){return function(t){e.console&&console.warn&&console.warn(t)}}(this),t.utils.toString=function(e){return void 0===e||null===e?"":e.toString()},t.EventEmitter=function(){this.events={}},t.EventEmitter.prototype.addListener=function(){var e=Array.prototype.slice.call(arguments),t=e.pop(),n=e;if("function"!=typeof t)throw new TypeError("last argument must be a function");n.forEach(function(e){this.hasHandler(e)||(this.events[e]=[]),this.events[e].push(t)},this)},t.EventEmitter.prototype.removeListener=function(e,t){if(this.hasHandler(e)){var n=this.events[e].indexOf(t);-1!==n&&(this.events[e].splice(n,1),0==this.events[e].length&&delete this.events[e])}},t.EventEmitter.prototype.emit=function(e){if(this.hasHandler(e)){var t=Array.prototype.slice.call(arguments,1);this.events[e].forEach(function(e){e.apply(void 0,t)},this)}},t.EventEmitter.prototype.hasHandler=function(e){return e in this.events},t.tokenizer=function(e){if(!arguments.length||null===e||void 0===e)return[];if(Array.isArray(e)){var n=e.filter(function(e){return null===e||void 0===e?!1:!0});n=n.map(function(e){return t.utils.toString(e).toLowerCase()});var i=[];return n.forEach(function(e){var n=e.split(t.tokenizer.seperator);i=i.concat(n)},this),i}return e.toString().trim().toLowerCase().split(t.tokenizer.seperator)},t.tokenizer.defaultSeperator=/[\s\-]+/,t.tokenizer.seperator=t.tokenizer.defaultSeperator,t.tokenizer.setSeperator=function(e){null!==e&&void 0!==e&&"object"==typeof e&&(t.tokenizer.seperator=e)},t.tokenizer.resetSeperator=function(){t.tokenizer.seperator=t.tokenizer.defaultSeperator},t.tokenizer.getSeperator=function(){return t.tokenizer.seperator},t.Pipeline=function(){this._queue=[]},t.Pipeline.registeredFunctions={},t.Pipeline.registerFunction=function(e,n){n in t.Pipeline.registeredFunctions&&t.utils.warn("Overwriting existing registered function: "+n),e.label=n,t.Pipeline.registeredFunctions[n]=e},t.Pipeline.getRegisteredFunction=function(e){return e in t.Pipeline.registeredFunctions!=!0?null:t.Pipeline.registeredFunctions[e]},t.Pipeline.warnIfFunctionNotRegistered=function(e){var n=e.label&&e.label in this.registeredFunctions;n||t.utils.warn("Function is not registered with pipeline. This may cause problems when serialising the index.\n",e)},t.Pipeline.load=function(e){var n=new t.Pipeline;return e.forEach(function(e){var i=t.Pipeline.getRegisteredFunction(e);if(!i)throw new Error("Cannot load un-registered function: "+e);n.add(i)}),n},t.Pipeline.prototype.add=function(){var e=Array.prototype.slice.call(arguments);e.forEach(function(e){t.Pipeline.warnIfFunctionNotRegistered(e),this._queue.push(e)},this)},t.Pipeline.prototype.after=function(e,n){t.Pipeline.warnIfFunctionNotRegistered(n);var i=this._queue.indexOf(e);if(-1===i)throw new Error("Cannot find existingFn");this._queue.splice(i+1,0,n)},t.Pipeline.prototype.before=function(e,n){t.Pipeline.warnIfFunctionNotRegistered(n);var i=this._queue.indexOf(e);if(-1===i)throw new Error("Cannot find existingFn");this._queue.splice(i,0,n)},t.Pipeline.prototype.remove=function(e){var t=this._queue.indexOf(e);-1!==t&&this._queue.splice(t,1)},t.Pipeline.prototype.run=function(e){for(var t=[],n=e.length,i=this._queue.length,o=0;n>o;o++){for(var r=e[o],s=0;i>s&&(r=this._queue[s](r,o,e),void 0!==r&&null!==r);s++);void 0!==r&&null!==r&&t.push(r)}return t},t.Pipeline.prototype.reset=function(){this._queue=[]},t.Pipeline.prototype.get=function(){return this._queue},t.Pipeline.prototype.toJSON=function(){return this._queue.map(function(e){return t.Pipeline.warnIfFunctionNotRegistered(e),e.label})},t.Index=function(){this._fields=[],this._ref="id",this.pipeline=new t.Pipeline,this.documentStore=new t.DocumentStore,this.index={},this.eventEmitter=new t.EventEmitter,this._idfCache={},this.on("add","remove","update",function(){this._idfCache={}}.bind(this))},t.Index.prototype.on=function(){var e=Array.prototype.slice.call(arguments);return this.eventEmitter.addListener.apply(this.eventEmitter,e)},t.Index.prototype.off=function(e,t){return this.eventEmitter.removeListener(e,t)},t.Index.load=function(e){e.version!==t.version&&t.utils.warn("version mismatch: current "+t.version+" importing "+e.version);var n=new this;n._fields=e.fields,n._ref=e.ref,n.documentStore=t.DocumentStore.load(e.documentStore),n.pipeline=t.Pipeline.load(e.pipeline),n.index={};for(var i in e.index)n.index[i]=t.InvertedIndex.load(e.index[i]);return n},t.Index.prototype.addField=function(e){return this._fields.push(e),this.index[e]=new t.InvertedIndex,this},t.Index.prototype.setRef=function(e){return this._ref=e,this},t.Index.prototype.saveDocument=function(e){return this.documentStore=new t.DocumentStore(e),this},t.Index.prototype.addDoc=function(e,n){if(e){var n=void 0===n?!0:n,i=e[this._ref];this.documentStore.addDoc(i,e),this._fields.forEach(function(n){var o=this.pipeline.run(t.tokenizer(e[n]));this.documentStore.addFieldLength(i,n,o.length);var r={};o.forEach(function(e){e in r?r[e]+=1:r[e]=1},this);for(var s in r){var u=r[s];u=Math.sqrt(u),this.index[n].addToken(s,{ref:i,tf:u})}},this),n&&this.eventEmitter.emit("add",e,this)}},t.Index.prototype.removeDocByRef=function(e){if(e&&this.documentStore.isDocStored()!==!1&&this.documentStore.hasDoc(e)){var t=this.documentStore.getDoc(e);this.removeDoc(t,!1)}},t.Index.prototype.removeDoc=function(e,n){if(e){var n=void 0===n?!0:n,i=e[this._ref];this.documentStore.hasDoc(i)&&(this.documentStore.removeDoc(i),this._fields.forEach(function(n){var o=this.pipeline.run(t.tokenizer(e[n]));o.forEach(function(e){this.index[n].removeToken(e,i)},this)},this),n&&this.eventEmitter.emit("remove",e,this))}},t.Index.prototype.updateDoc=function(e,t){var t=void 0===t?!0:t;this.removeDocByRef(e[this._ref],!1),this.addDoc(e,!1),t&&this.eventEmitter.emit("update",e,this)},t.Index.prototype.idf=function(e,t){var n="@"+t+"/"+e;if(Object.prototype.hasOwnProperty.call(this._idfCache,n))return this._idfCache[n];var i=this.index[t].getDocFreq(e),o=1+Math.log(this.documentStore.length/(i+1));return this._idfCache[n]=o,o},t.Index.prototype.getFields=function(){return this._fields.slice()},t.Index.prototype.search=function(e,n){if(!e)return[];e="string"==typeof e?{any:e}:JSON.parse(JSON.stringify(e));var i=null;null!=n&&(i=JSON.stringify(n));for(var o=new t.Configuration(i,this.getFields()).get(),r={},s=Object.keys(e),u=0;u<s.length;u++){var a=s[u];r[a]=this.pipeline.run(t.tokenizer(e[a]))}var l={};for(var c in o){var d=r[c]||r.any;if(d){var f=this.fieldSearch(d,c,o),h=o[c].boost;for(var p in f)f[p]=f[p]*h;for(var p in f)p in l?l[p]+=f[p]:l[p]=f[p]}}var v,g=[];for(var p in l)v={ref:p,score:l[p]},this.documentStore.hasDoc(p)&&(v.doc=this.documentStore.getDoc(p)),g.push(v);return g.sort(function(e,t){return t.score-e.score}),g},t.Index.prototype.fieldSearch=function(e,t,n){var i=n[t].bool,o=n[t].expand,r=n[t].boost,s=null,u={};return 0!==r?(e.forEach(function(e){var n=[e];1==o&&(n=this.index[t].expandToken(e));var r={};n.forEach(function(n){var o=this.index[t].getDocs(n),a=this.idf(n,t);if(s&&"AND"==i){var l={};for(var c in s)c in o&&(l[c]=o[c]);o=l}n==e&&this.fieldSearchStats(u,n,o);for(var c in o){var d=this.index[t].getTermFrequency(n,c),f=this.documentStore.getFieldLength(c,t),h=1;0!=f&&(h=1/Math.sqrt(f));var p=1;n!=e&&(p=.15*(1-(n.length-e.length)/n.length));var v=d*a*h*p;c in r?r[c]+=v:r[c]=v}},this),s=this.mergeScores(s,r,i)},this),s=this.coordNorm(s,u,e.length)):void 0},t.Index.prototype.mergeScores=function(e,t,n){if(!e)return t;if("AND"==n){var i={};for(var o in t)o in e&&(i[o]=e[o]+t[o]);return i}for(var o in t)o in e?e[o]+=t[o]:e[o]=t[o];return e},t.Index.prototype.fieldSearchStats=function(e,t,n){for(var i in n)i in e?e[i].push(t):e[i]=[t]},t.Index.prototype.coordNorm=function(e,t,n){for(var i in e)if(i in t){var o=t[i].length;e[i]=e[i]*o/n}return e},t.Index.prototype.toJSON=function(){var e={};return this._fields.forEach(function(t){e[t]=this.index[t].toJSON()},this),{version:t.version,fields:this._fields,ref:this._ref,documentStore:this.documentStore.toJSON(),index:e,pipeline:this.pipeline.toJSON()}},t.Index.prototype.use=function(e){var t=Array.prototype.slice.call(arguments,1);t.unshift(this),e.apply(this,t)},t.DocumentStore=function(e){this._save=null===e||void 0===e?!0:e,this.docs={},this.docInfo={},this.length=0},t.DocumentStore.load=function(e){var t=new this;return t.length=e.length,t.docs=e.docs,t.docInfo=e.docInfo,t._save=e.save,t},t.DocumentStore.prototype.isDocStored=function(){return this._save},t.DocumentStore.prototype.addDoc=function(t,n){this.hasDoc(t)||this.length++,this.docs[t]=this._save===!0?e(n):null},t.DocumentStore.prototype.getDoc=function(e){return this.hasDoc(e)===!1?null:this.docs[e]},t.DocumentStore.prototype.hasDoc=function(e){return e in this.docs},t.DocumentStore.prototype.removeDoc=function(e){this.hasDoc(e)&&(delete this.docs[e],delete this.docInfo[e],this.length--)},t.DocumentStore.prototype.addFieldLength=function(e,t,n){null!==e&&void 0!==e&&0!=this.hasDoc(e)&&(this.docInfo[e]||(this.docInfo[e]={}),this.docInfo[e][t]=n)},t.DocumentStore.prototype.updateFieldLength=function(e,t,n){null!==e&&void 0!==e&&0!=this.hasDoc(e)&&this.addFieldLength(e,t,n)},t.DocumentStore.prototype.getFieldLength=function(e,t){return null===e||void 0===e?0:e in this.docs&&t in this.docInfo[e]?this.docInfo[e][t]:0},t.DocumentStore.prototype.toJSON=function(){return{docs:this.docs,docInfo:this.docInfo,length:this.length,save:this._save}},t.stemmer=function(){var e={ational:"ate",tional:"tion",enci:"ence",anci:"ance",izer:"ize",bli:"ble",alli:"al",entli:"ent",eli:"e",ousli:"ous",ization:"ize",ation:"ate",ator:"ate",alism:"al",iveness:"ive",fulness:"ful",ousness:"ous",aliti:"al",iviti:"ive",biliti:"ble",logi:"log"},t={icate:"ic",ative:"",alize:"al",iciti:"ic",ical:"ic",ful:"",ness:""},n="[^aeiou]",i="[aeiouy]",o=n+"[^aeiouy]*",r=i+"[aeiou]*",s="^("+o+")?"+r+o,u="^("+o+")?"+r+o+"("+r+")?$",a="^("+o+")?"+r+o+r+o,l="^("+o+")?"+i,c=new RegExp(s),d=new RegExp(a),f=new RegExp(u),h=new RegExp(l),p=/^(.+?)(ss|i)es$/,v=/^(.+?)([^s])s$/,g=/^(.+?)eed$/,m=/^(.+?)(ed|ing)$/,y=/.$/,S=/(at|bl|iz)$/,x=new RegExp("([^aeiouylsz])\\1$"),w=new RegExp("^"+o+i+"[^aeiouwxy]$"),I=/^(.+?[^aeiou])y$/,b=/^(.+?)(ational|tional|enci|anci|izer|bli|alli|entli|eli|ousli|ization|ation|ator|alism|iveness|fulness|ousness|aliti|iviti|biliti|logi)$/,E=/^(.+?)(icate|ative|alize|iciti|ical|ful|ness)$/,D=/^(.+?)(al|ance|ence|er|ic|able|ible|ant|ement|ment|ent|ou|ism|ate|iti|ous|ive|ize)$/,F=/^(.+?)(s|t)(ion)$/,_=/^(.+?)e$/,P=/ll$/,k=new RegExp("^"+o+i+"[^aeiouwxy]$"),z=function(n){var i,o,r,s,u,a,l;if(n.length<3)return n;if(r=n.substr(0,1),"y"==r&&(n=r.toUpperCase()+n.substr(1)),s=p,u=v,s.test(n)?n=n.replace(s,"$1$2"):u.test(n)&&(n=n.replace(u,"$1$2")),s=g,u=m,s.test(n)){var z=s.exec(n);s=c,s.test(z[1])&&(s=y,n=n.replace(s,""))}else if(u.test(n)){var z=u.exec(n);i=z[1],u=h,u.test(i)&&(n=i,u=S,a=x,l=w,u.test(n)?n+="e":a.test(n)?(s=y,n=n.replace(s,"")):l.test(n)&&(n+="e"))}if(s=I,s.test(n)){var z=s.exec(n);i=z[1],n=i+"i"}if(s=b,s.test(n)){var z=s.exec(n);i=z[1],o=z[2],s=c,s.test(i)&&(n=i+e[o])}if(s=E,s.test(n)){var z=s.exec(n);i=z[1],o=z[2],s=c,s.test(i)&&(n=i+t[o])}if(s=D,u=F,s.test(n)){var z=s.exec(n);i=z[1],s=d,s.test(i)&&(n=i)}else if(u.test(n)){var z=u.exec(n);i=z[1]+z[2],u=d,u.test(i)&&(n=i)}if(s=_,s.test(n)){var z=s.exec(n);i=z[1],s=d,u=f,a=k,(s.test(i)||u.test(i)&&!a.test(i))&&(n=i)}return s=P,u=d,s.test(n)&&u.test(n)&&(s=y,n=n.replace(s,"")),"y"==r&&(n=r.toLowerCase()+n.substr(1)),n};return z}(),t.Pipeline.registerFunction(t.stemmer,"stemmer"),t.stopWordFilter=function(e){return e&&t.stopWordFilter.stopWords[e]!==!0?e:void 0},t.clearStopWords=function(){t.stopWordFilter.stopWords={}},t.addStopWords=function(e){null!=e&&Array.isArray(e)!==!1&&e.forEach(function(e){t.stopWordFilter.stopWords[e]=!0},this)},t.resetStopWords=function(){t.stopWordFilter.stopWords=t.defaultStopWords},t.defaultStopWords={"":!0,a:!0,able:!0,about:!0,across:!0,after:!0,all:!0,almost:!0,also:!0,am:!0,among:!0,an:!0,and:!0,any:!0,are:!0,as:!0,at:!0,be:!0,because:!0,been:!0,but:!0,by:!0,can:!0,cannot:!0,could:!0,dear:!0,did:!0,"do":!0,does:!0,either:!0,"else":!0,ever:!0,every:!0,"for":!0,from:!0,get:!0,got:!0,had:!0,has:!0,have:!0,he:!0,her:!0,hers:!0,him:!0,his:!0,how:!0,however:!0,i:!0,"if":!0,"in":!0,into:!0,is:!0,it:!0,its:!0,just:!0,least:!0,let:!0,like:!0,likely:!0,may:!0,me:!0,might:!0,most:!0,must:!0,my:!0,neither:!0,no:!0,nor:!0,not:!0,of:!0,off:!0,often:!0,on:!0,only:!0,or:!0,other:!0,our:!0,own:!0,rather:!0,said:!0,say:!0,says:!0,she:!0,should:!0,since:!0,so:!0,some:!0,than:!0,that:!0,the:!0,their:!0,them:!0,then:!0,there:!0,these:!0,they:!0,"this":!0,tis:!0,to:!0,too:!0,twas:!0,us:!0,wants:!0,was:!0,we:!0,were:!0,what:!0,when:!0,where:!0,which:!0,"while":!0,who:!0,whom:!0,why:!0,will:!0,"with":!0,would:!0,yet:!0,you:!0,your:!0},t.stopWordFilter.stopWords=t.defaultStopWords,t.Pipeline.registerFunction(t.stopWordFilter,"stopWordFilter"),t.trimmer=function(e){if(null===e||void 0===e)throw new Error("token should not be undefined");return e.replace(/^\W+/,"").replace(/\W+$/,"")},t.Pipeline.registerFunction(t.trimmer,"trimmer"),t.InvertedIndex=function(){this.root={docs:{},df:0}},t.InvertedIndex.load=function(e){var t=new this;return t.root=e.root,t},t.InvertedIndex.prototype.addToken=function(e,t,n){for(var n=n||this.root,i=0;i<=e.length-1;){var o=e[i];o in n||(n[o]={docs:{},df:0}),i+=1,n=n[o]}var r=t.ref;n.docs[r]?n.docs[r]={tf:t.tf}:(n.docs[r]={tf:t.tf},n.df+=1)},t.InvertedIndex.prototype.hasToken=function(e){if(!e)return!1;for(var t=this.root,n=0;n<e.length;n++){if(!t[e[n]])return!1;t=t[e[n]]}return!0},t.InvertedIndex.prototype.getNode=function(e){if(!e)return null;for(var t=this.root,n=0;n<e.length;n++){if(!t[e[n]])return null;t=t[e[n]]}return t},t.InvertedIndex.prototype.getDocs=function(e){var t=this.getNode(e);return null==t?{}:t.docs},t.InvertedIndex.prototype.getTermFrequency=function(e,t){var n=this.getNode(e);return null==n?0:t in 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We also recommend that a + file or class name and description of purpose be included on the + same "printed page" as the copyright notice for easier + identification within third-party archives. + + Copyright [yyyy] [name of copyright owner] + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. diff --git a/ko/fonts/SOURCE-CODE-PRO-LICENSE.txt b/ko/fonts/SOURCE-CODE-PRO-LICENSE.txt new file mode 100644 index 0000000000000000000000000000000000000000..366206f549504e758eae3c1b0416667af51dd3fe --- /dev/null +++ b/ko/fonts/SOURCE-CODE-PRO-LICENSE.txt @@ -0,0 +1,93 @@ +Copyright 2010, 2012 Adobe Systems Incorporated (http://www.adobe.com/), with Reserved Font Name 'Source'. All Rights Reserved. Source is a trademark of Adobe Systems Incorporated in the United States and/or other countries. + +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +The goals of the Open Font License (OFL) are to stimulate worldwide +development of collaborative font projects, to support the font creation +efforts of academic and linguistic communities, and to provide a free and +open framework in which fonts may be shared and improved in partnership +with others. + +The OFL allows the licensed fonts to be used, studied, modified and +redistributed freely as long as they are not sold by themselves. The +fonts, including any derivative works, can be bundled, embedded, +redistributed and/or sold with any software provided that any reserved +names are not used by derivative works. The fonts and derivatives, +however, cannot be released under any other type of license. The +requirement for fonts to remain under this license does not apply +to any document created using the fonts or their derivatives. + +DEFINITIONS +"Font Software" refers to the set of files released by the Copyright +Holder(s) under this license and clearly marked as such. This may +include source files, build scripts and documentation. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"Modified Version" refers to any derivative made by adding to, deleting, +or substituting -- in part or in whole -- any of the components of the +Original Version, by changing formats or by porting the Font Software to a +new environment. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +Permission is hereby granted, free of charge, to any person obtaining +a copy of the Font Software, to use, study, copy, merge, embed, modify, +redistribute, and sell modified and unmodified copies of the Font +Software, subject to the following conditions: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +2) Original or Modified Versions of the Font Software may be bundled, +redistributed and/or sold with any software, provided that each copy +contains the above copyright notice and this license. These can be +included either as stand-alone text files, human-readable headers or +in the appropriate machine-readable metadata fields within text or +binary files as long as those fields can be easily viewed by the user. + +3) No Modified Version of the Font Software may use the Reserved Font +Name(s) unless explicit written permission is granted by the corresponding +Copyright Holder. This restriction only applies to the primary font name as +presented to the users. + +4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font +Software shall not be used to promote, endorse or advertise any +Modified Version, except to acknowledge the contribution(s) of the +Copyright Holder(s) and the Author(s) or with their explicit written +permission. + +5) The Font Software, modified or unmodified, in part or in whole, +must be distributed entirely under this license, and must not be +distributed under any other license. The requirement for fonts to +remain under this license does not apply to any document created +using the Font Software. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/ko/fonts/fonts.css b/ko/fonts/fonts.css new file mode 100644 index 0000000000000000000000000000000000000000..858efa59800bee1ace6ab255373a7ef3b2f8921f --- /dev/null +++ b/ko/fonts/fonts.css @@ -0,0 +1,100 @@ +/* Open Sans is licensed under the Apache License, Version 2.0. See http://www.apache.org/licenses/LICENSE-2.0 */ +/* Source Code Pro is under the Open Font License. See https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL */ + +/* open-sans-300 - latin_vietnamese_latin-ext_greek-ext_greek_cyrillic-ext_cyrillic */ +@font-face { + font-family: 'Open Sans'; + font-style: normal; + font-weight: 300; + src: local('Open Sans Light'), local('OpenSans-Light'), + url('open-sans-v17-all-charsets-300.woff2') format('woff2'); +} + +/* open-sans-300italic - latin_vietnamese_latin-ext_greek-ext_greek_cyrillic-ext_cyrillic */ +@font-face { + font-family: 'Open Sans'; + font-style: italic; + font-weight: 300; + src: local('Open Sans Light Italic'), local('OpenSans-LightItalic'), + url('open-sans-v17-all-charsets-300italic.woff2') format('woff2'); +} + +/* open-sans-regular - latin_vietnamese_latin-ext_greek-ext_greek_cyrillic-ext_cyrillic */ +@font-face { + font-family: 'Open Sans'; + font-style: normal; + font-weight: 400; + src: local('Open Sans Regular'), local('OpenSans-Regular'), + url('open-sans-v17-all-charsets-regular.woff2') format('woff2'); +} + +/* open-sans-italic - latin_vietnamese_latin-ext_greek-ext_greek_cyrillic-ext_cyrillic */ +@font-face { + font-family: 'Open Sans'; + font-style: italic; + font-weight: 400; + src: local('Open Sans Italic'), local('OpenSans-Italic'), + url('open-sans-v17-all-charsets-italic.woff2') format('woff2'); +} + +/* open-sans-600 - latin_vietnamese_latin-ext_greek-ext_greek_cyrillic-ext_cyrillic */ +@font-face { + font-family: 'Open Sans'; + font-style: normal; + font-weight: 600; + src: local('Open Sans SemiBold'), local('OpenSans-SemiBold'), + url('open-sans-v17-all-charsets-600.woff2') format('woff2'); +} + +/* open-sans-600italic - latin_vietnamese_latin-ext_greek-ext_greek_cyrillic-ext_cyrillic */ +@font-face { + font-family: 'Open Sans'; + font-style: italic; + font-weight: 600; + src: local('Open Sans SemiBold Italic'), local('OpenSans-SemiBoldItalic'), + url('open-sans-v17-all-charsets-600italic.woff2') format('woff2'); +} + +/* open-sans-700 - latin_vietnamese_latin-ext_greek-ext_greek_cyrillic-ext_cyrillic */ +@font-face { + font-family: 'Open Sans'; + font-style: normal; + font-weight: 700; + src: local('Open Sans Bold'), local('OpenSans-Bold'), + url('open-sans-v17-all-charsets-700.woff2') format('woff2'); +} + +/* open-sans-700italic - 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100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="favicon.svg"> + <link rel="shortcut icon" href="favicon.png"> + <link rel="stylesheet" href="css/variables.css"> + <link rel="stylesheet" href="css/general.css"> + <link rel="stylesheet" href="css/chrome.css"> + <link rel="stylesheet" href="css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link rel="stylesheet" href="highlight.css"> + <link rel="stylesheet" href="tomorrow-night.css"> + <link rel="stylesheet" href="ayu-highlight.css"> + + <!-- Custom theme stylesheets --> + + </head> + <body class="sidebar-visible no-js"> + <div id="body-container"> + <!-- Provide site root to javascript --> + <script> + var path_to_root = ""; + var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? "navy" : "light"; + </script> + + <!-- Work around some values being stored in localStorage wrapped in quotes --> + <script> + try { + var theme = localStorage.getItem('mdbook-theme'); + var sidebar = localStorage.getItem('mdbook-sidebar'); + + if (theme.startsWith('"') && theme.endsWith('"')) { + localStorage.setItem('mdbook-theme', theme.slice(1, theme.length - 1)); + } + + if (sidebar.startsWith('"') && sidebar.endsWith('"')) { + localStorage.setItem('mdbook-sidebar', sidebar.slice(1, sidebar.length - 1)); + } + } catch (e) { } + </script> + + <!-- Set the theme before any content is loaded, prevents flash --> + <script> + var theme; + try { theme = localStorage.getItem('mdbook-theme'); } catch(e) { } + if (theme === null || theme === undefined) { theme = default_theme; } + var html = document.querySelector('html'); + html.classList.remove('light') + html.classList.add(theme); + var body = document.querySelector('body'); + body.classList.remove('no-js') + body.classList.add('js'); + </script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="going_further.html" class="active"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar .sidebar-scrollbox'); + sidebarScrollbox.addEventListener('click', function(e) { + if (e.target.tagName === 'A') { + sessionStorage.setItem('sidebar-scroll', sidebarScrollbox.scrollTop); + } 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="에필로그"><a class="header" href="#에필로그">에필로그</a></h1> +<p>Rust 투어는 여기서 끝납니다.<br /> +상당히 광범위했지만 결코 철저하지는 않았습니다. Rust는 표면적이 넓고 생태계도 훨씬 더 큰 언어입니다!<br /> +하지만 겁먹지 마세요. <strong>모든 것을 배울 필요는 없습니다</strong>. <strong>프로젝트 작업</strong> 중에 도메인(백엔드, 임베디드, CLI, GUI 등)에서 효율성을 높이는 데 필요한 것이라면 무엇이든 사용하게될겁니다.</p> +<p>결국 지름길은 없습니다. 어떤 일을 잘하고 싶다면 계속해서 그 일을 해야 합니다. 이 코스 전반에 걸쳐 여러분은 언어와 그 구문이 손에 익을 만큼 충분한 양의 Rust를 작성했습니다. "자신의 것"이라고 느끼려면 훨씬 더 많은 코드를 작성해야겠지만, 계속 연습하면 그 순간은 눈 깜빡할 사이에 찾아올겁니다.</p> +<h2 id="더-나아가"><a class="header" href="#더-나아가">더 나아가</a></h2> +<p>Rust와 함께하는 여정에서 앞으로 나아갈 때 유용할 수 있는 추가 리소스에 대한 몇 가지 지침으로 마무리하겠습니다.</p> +<h3 id="연습문제"><a class="header" href="#연습문제">연습문제</a></h3> +<p>Rust를 연습하기 위한 더 많은 연습문제는 <a href="https://github.com/rust-lang/rustlings"><code>rustlings</code></a> 프로젝트와 <a href="https://exercism.io">exercism.io</a>의 Rust 트랙에서 찾을 수 있습니다.</p> +<h3 id="입문-자료"><a class="header" href="#입문-자료">입문 자료</a></h3> +<p>이 과정에서 다룬 개념에 대해 다른 관점을 찾고 있다면 <a href="https://doc.rust-lang.org/book/title-page.html">the Rust book</a>과 <a href="https://www.oreilly.com/library/view/programming-rust-2nd/9781492052586/">"Programming Rust"</a>를 확인해보세요. 정확히 같은 주제를 다루지는 않기 때문에 새로운 것을 반드시 배우게 될 것입니다. Rust는 매우 넓은 영역을 다루고 있습니다!</p> +<h3 id="고급-자료"><a class="header" href="#고급-자료">고급 자료</a></h3> +<p>언어에 대해 더 깊이 알고 싶다면 <a href="https://doc.rust-lang.org/nomicon/">Rustonomicon</a>과 <a href="https://nostarch.com/rust-rustaceans">"Rust for Rustaceans"</a>를 참조하세요.<br /> +<a href="https://www.youtube.com/playlist?list=PLqbS7AVVErFirH9armw8yXlE6dacF-A6z">"Decrusted" series</a> 시리즈는 가장 인기 있는 Rust 라이브러리의 내부에 대해 자세히 알아볼 수 있는 또 다른 훌륭한 리소스입니다.</p> +<h3 id="도메인별-자료"><a class="header" href="#도메인별-자료">도메인별 자료</a></h3> +<p>백엔드 개발에 Rust를 사용하고 싶다면 <a href="https://zero2prod.com">"Zero to Production in Rust"</a>를 확인하세요.<br /> +임베디드 개발에 Rust를 사용하고 싶다면 <a href="https://docs.rust-embedded.org/book/">Embedded Rust book</a>을 확인해 보세요.</p> +<h3 id="마스터클래스"><a class="header" href="#마스터클래스">마스터클래스</a></h3> +<p>그런 다음 도메인 전반에 걸친 주요 주제에 대한 리소스를 찾을 수 있습니다.<br /> +테스트에 대해서는 <a href="https://github.com/mainmatter/rust-advanced-testing-workshop">"Advanced testing, going beyond the basics"</a>를 참고하세요.<br /> +원격 측정의 경우 <a href="https://github.com/mainmatter/rust-telemetry-workshop">"You can't fix what you can't see"</a>를 확인하세요.</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + <a rel="prev" href="08_futures/08_outro.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + <a rel="prev" href="08_futures/08_outro.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left"> + <i class="fa fa-angle-left"></i> + </a> + + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="elasticlunr.min.js"></script> + <script src="mark.min.js"></script> + <script src="searcher.js"></script> + + <script 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0000000000000000000000000000000000000000..f54bd70b712cd9b36caf74a6cd2e149fcee2bb34 --- /dev/null +++ b/ko/index.html @@ -0,0 +1,273 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>환영합니다 - 100 Exercises To Learn Rust</title> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="favicon.svg"> + <link rel="shortcut icon" href="favicon.png"> + <link rel="stylesheet" href="css/variables.css"> + <link rel="stylesheet" href="css/general.css"> + <link rel="stylesheet" href="css/chrome.css"> + <link rel="stylesheet" href="css/print.css" media="print"> + + <!-- Fonts --> + <link rel="stylesheet" href="FontAwesome/css/font-awesome.css"> + <link rel="stylesheet" href="fonts/fonts.css"> + + <!-- Highlight.js Stylesheets --> + <link 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</script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="01_intro/00_welcome.html" class="active"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar .sidebar-scrollbox'); + sidebarScrollbox.addEventListener('click', function(e) { + if (e.target.tagName === 'A') { + sessionStorage.setItem('sidebar-scroll', sidebarScrollbox.scrollTop); + } + }, { passive: 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class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list"> + <i class="fa fa-paint-brush"></i> + </button> + <ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu"> + <li role="none"><button role="menuitem" class="theme" id="light">Light</button></li> + <li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li> + <li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li> + <li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li> + <li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li> + </ul> + <button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="환영합니다"><a class="header" href="#환영합니다">환영합니다</a></h1> +<p><strong>Rust를 배우기 위한 100가지 연습</strong>에 오신 것을 환영합니다!</p> +<p>이 코스에서는 Rust의 핵심 개념을 한 번에 하나씩 연습해 볼 것입니다.<br /> +Rust의 문법, Trait 시스템, 표준 라이브러리와 생태계에 대해 배우게 됩니다.</p> +<p>우리는 당신이 Rust에 대한 사전 지식이 없지만, 적어도 다른 프로그래밍 언어 하나는 알고 있다고 가정합니다. 그리고 시스템 프로그래밍이나 메모리 관리에 대한 사전 지식을 가지고있다고 가정합니다. 이 코스에서 앞선 주제들을 다루어 볼것입니다.</p> +<p>즉, 처음부터 다시 시작하는 것입니다!<br /> +작고 관리 가능한 단계를 통해 Rust 지식을 쌓을 수 있습니다. 과정이 끝나면 중소 규모의 Rust 프로젝트에서 편안하게 작업할 수 있을 만큼 약 100개의 연습 문제를 풀게 됩니다.</p> +<h2 id="방법론"><a class="header" href="#방법론">방법론</a></h2> +<p>이 과정은 "실행을 통해 학습" 원칙을 기반으로 합니다.<br /> +대화형 및 실습형으로 설계되었습니다.</p> +<p><a href="https://mainmatter.com/rust-consulting/">Mainmatter</a> 는 4일에 걸친 교육환경에서 제공되도록 이 코스를 만들었습니다. 각 참석자는 자신만의 페이스로, 숙련된 강사의 지도를 받으며, 질문에 답하고, 필요에 따라 주제에 대해 더 깊이 파고들며 수업을 진행합니다.<br /> +교육 세션에 참여하고 싶거나 이 교육 과정을 회사에 도입하고 싶다면 연락해 주세요.</p> +<p>스스로 과정을 따라갈 수도 있지만, 막히는 경우 과정을 진행하는 데 도움을 줄 수 있는 친구나 멘토를 찾는 것이 좋습니다. <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/solutions">깃헙 리포지토리의 <code>solutions</code> 브랜치</a>에서 모든 연습에 대한 솔루션을 찾을 수도 있습니다.</p> +<h2 id="구조"><a class="header" href="#구조">구조</a></h2> +<p>화면 왼쪽을 보면 코스가 여러 섹션으로 나누어져 있는 것을 볼 수 있습니다. 각 섹션에서는 Rust 언어의 새로운 개념이나 기능을 소개합니다.<br /> +이해를 확인하기 위해 각 섹션은 해결해야 하는 연습문제와 짝을 이룹니다.</p> +<p><a href="https://github.com/mainmatter/100-exercises-to-learn-rust">자매 깃헙 리포지토리</a>에서 예제들을 확인할 수 있습니다.<br /> +코스를 시작하기전에 리포지토리를 로컬에 클론하세요:</p> +<pre><code class="language-bash"># GitHub에 SSH 키가 설정되어 있는 경우 +git clone git@github.com:mainmatter/100-exercises-to-learn-rust.git +# 아니면 HTTPS URL을 사용하십시오: +# +# git clone https://github.com/mainmatter/100-exercises-to-learn-rust.git +</code></pre> +<p>또한 진행 상황을 쉽게 추적하고 필요한 경우 메인 리포지토리에서 업데이트를 가져올 수 있도록 브랜치에서 작업하는 것이 좋습니다:</p> +<pre><code class="language-bash">cd 100-exercises-to-learn-rust +git checkout -b my-solutions +</code></pre> +<p>모든 예제는 <code>exercises</code> 폴더에 있습니다. 각 문제는 Rust 패키지로 구성됩니다. 패키지에는 연습 자체, 수행할 작업에 대한 지침(<code>src/lib.rs</code>에 있음), 솔루션을 자동으로 검증하기 위한 테스트 모음이 포함되어 있습니다.</p> +<h3 id="wr-워크숍-러너"><a class="header" href="#wr-워크숍-러너"><code>wr</code>, 워크숍 러너</a></h3> +<p>솔루션을 검증하기 위해 코스 내내 당신을 도와줄 도구를 제공합니다. <code>wr</code> CLI("워크숍 러너"의 줄임말)입니다. 아래 명령을 사용하여 설치하세요:</p> +<pre><code class="language-bash">cargo install --locked workshop-runner +</code></pre> +<p>새 터미널에서 리포지토리의 최상위 폴더로 이동합니다. 코스를 시작하려면 <code>wr</code> 명령을 실행하세요:</p> +<pre><code class="language-bash">wr +</code></pre> +<p><code>wr</code>은 현재 연습에 대한 솔루션을 확인합니다.<br /> +현재 연습문제를 풀 때까지 다음 섹션으로 넘어가지 마세요.</p> +<blockquote> +<p>과정을 진행하면서 솔루션을 Git에 커밋하는 것이 좋습니다. 그러면 진행 상황을 쉽게 추적하고 필요한 경우 특정 지점에서 "다시 시작할" 수 있습니다.</p> +</blockquote> +<p>코스를 즐겨보세요!</p> +<h2 id="작성자"><a class="header" href="#작성자">작성자</a></h2> +<p>이 과정은 <a href="https://mainmatter.com/rust-consulting/">Mainmatter</a>의 수석 엔지니어링 컨설턴트인 <a href="https://www.lpalmieri.com/">Luca Palmieri</a>가 작성했습니다.<br /> +Luca는 2018년부터 처음에는 TrueLayer에서, 그다음에는 AWS에서 Rust와 협력해 왔습니다.<br /> +Luca는 Rust에서 백엔드 애플리케이션을 구축하는 방법을 배우기 위한 유용한 리소스인 <a href="https://zero2prod.com">"Zero to Production in Rust"</a>의 저자입니다.<br /> +그는 또한 <a href="https://github.com/LukeMathWalker/cargo-chef"><code>cargo-chef</code></a>, <a href="https://pavex.dev">Pavex</a>와 <a href="https://github.com/LukeMathWalker/wiremock-rs"><code>wiremock</code></a>을 포함한 다양한 오픈 소스 Rust 프로젝트의 저자이자 관리자이기도 합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/01_intro/00_welcome"><code>01_intro/00_welcome</code></a>에 있습니다</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + + <a rel="next prefetch" href="01_intro/01_syntax.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + + <a rel="next prefetch" href="01_intro/01_syntax.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right"> + <i class="fa fa-angle-right"></i> + </a> + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="elasticlunr.min.js"></script> + <script 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a(e);return this.mark=function(e,r){return n.mark(e,r),t},this.markRegExp=function(e,r){return n.markRegExp(e,r),t},this.markRanges=function(e,r){return n.markRanges(e,r),t},this.unmark=function(e){return n.unmark(e),t},this}}); diff --git a/ko/print.html b/ko/print.html new file mode 100644 index 0000000000000000000000000000000000000000..75ab182dc23949458da676cfcfa1cb3055efa10c --- /dev/null +++ b/ko/print.html @@ -0,0 +1,5884 @@ +<!DOCTYPE HTML> +<html lang="ko" class="light" dir="ltr"> + <head> + <!-- Book generated using mdBook --> + <meta charset="UTF-8"> + <title>100 Exercises To Learn Rust</title> + <meta name="robots" content="noindex"> + + + <!-- Custom HTML head --> + + <meta name="description" content=""> + <meta name="viewport" content="width=device-width, initial-scale=1"> + <meta name="theme-color" content="#ffffff"> + + <link rel="icon" href="favicon.svg"> + <link rel="shortcut icon" href="favicon.png"> + <link rel="stylesheet" href="css/variables.css"> + <link 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"navy" : "light"; + </script> + + <!-- Work around some values being stored in localStorage wrapped in quotes --> + <script> + try { + var theme = localStorage.getItem('mdbook-theme'); + var sidebar = localStorage.getItem('mdbook-sidebar'); + + if (theme.startsWith('"') && theme.endsWith('"')) { + localStorage.setItem('mdbook-theme', theme.slice(1, theme.length - 1)); + } + + if (sidebar.startsWith('"') && sidebar.endsWith('"')) { + localStorage.setItem('mdbook-sidebar', sidebar.slice(1, sidebar.length - 1)); + } + } catch (e) { } + </script> + + <!-- Set the theme before any content is loaded, prevents flash --> + <script> + var theme; + try { theme = localStorage.getItem('mdbook-theme'); } catch(e) { } + if (theme === null || theme === undefined) { theme = default_theme; } + var html = document.querySelector('html'); + html.classList.remove('light') + html.classList.add(theme); + var body = document.querySelector('body'); + body.classList.remove('no-js') + body.classList.add('js'); + </script> + + <input type="checkbox" id="sidebar-toggle-anchor" class="hidden"> + + <!-- Hide / unhide sidebar before it is displayed --> + <script> + var body = document.querySelector('body'); + var sidebar = null; + var sidebar_toggle = document.getElementById("sidebar-toggle-anchor"); + if (document.body.clientWidth >= 1080) { + try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { } + sidebar = sidebar || 'visible'; + } else { + sidebar = 'hidden'; + } + sidebar_toggle.checked = sidebar === 'visible'; + body.classList.remove('sidebar-visible'); + body.classList.add("sidebar-" + sidebar); + </script> + + <nav id="sidebar" class="sidebar" aria-label="Table of contents"> + <div class="sidebar-scrollbox"> + <ol class="chapter"><li class="chapter-item expanded "><a href="01_intro/00_welcome.html"><strong aria-hidden="true">1.</strong> 환영합니다</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="01_intro/01_syntax.html"><strong aria-hidden="true">1.1.</strong> 문법</a></li></ol></li><li class="chapter-item expanded "><a href="02_basic_calculator/00_intro.html"><strong aria-hidden="true">2.</strong> 간단한 계산기</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="02_basic_calculator/01_integers.html"><strong aria-hidden="true">2.1.</strong> 정수</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/02_variables.html"><strong aria-hidden="true">2.2.</strong> 변수</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/03_if_else.html"><strong aria-hidden="true">2.3.</strong> 분기: if/else</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/04_panics.html"><strong aria-hidden="true">2.4.</strong> 패닉</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/05_factorial.html"><strong aria-hidden="true">2.5.</strong> 팩토리얼</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/06_while.html"><strong aria-hidden="true">2.6.</strong> 루프: while</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/07_for.html"><strong aria-hidden="true">2.7.</strong> 루프: for</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/08_overflow.html"><strong aria-hidden="true">2.8.</strong> 오버플로우와 언더플로우</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/09_saturating.html"><strong aria-hidden="true">2.9.</strong> 포화 산술</a></li><li class="chapter-item expanded "><a href="02_basic_calculator/10_as_casting.html"><strong aria-hidden="true">2.10.</strong> 변환: as 캐스팅</a></li></ol></li><li class="chapter-item expanded "><a href="03_ticket_v1/00_intro.html"><strong aria-hidden="true">3.</strong> Ticket v1</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="03_ticket_v1/01_struct.html"><strong aria-hidden="true">3.1.</strong> 구조체</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/02_validation.html"><strong aria-hidden="true">3.2.</strong> 확인</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/03_modules.html"><strong aria-hidden="true">3.3.</strong> 모듈</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/04_visibility.html"><strong aria-hidden="true">3.4.</strong> 가시성</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/05_encapsulation.html"><strong aria-hidden="true">3.5.</strong> 캡슐화</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/06_ownership.html"><strong aria-hidden="true">3.6.</strong> 소유권</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/07_setters.html"><strong aria-hidden="true">3.7.</strong> 설정자(Setters)</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/08_stack.html"><strong aria-hidden="true">3.8.</strong> 스택</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/09_heap.html"><strong aria-hidden="true">3.9.</strong> 힙</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/10_references_in_memory.html"><strong aria-hidden="true">3.10.</strong> 메모리 참조</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/11_destructor.html"><strong aria-hidden="true">3.11.</strong> 소멸자(Destructors)</a></li><li class="chapter-item expanded "><a href="03_ticket_v1/12_outro.html"><strong aria-hidden="true">3.12.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="04_traits/00_intro.html"><strong aria-hidden="true">4.</strong> 트레잇</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="04_traits/01_trait.html"><strong aria-hidden="true">4.1.</strong> 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/02_orphan_rule.html"><strong aria-hidden="true">4.2.</strong> 고아 규칙(Orphan rule)</a></li><li class="chapter-item expanded "><a href="04_traits/03_operator_overloading.html"><strong aria-hidden="true">4.3.</strong> 연산자 오버로딩</a></li><li class="chapter-item expanded "><a href="04_traits/04_derive.html"><strong aria-hidden="true">4.4.</strong> 파생(Derive) 매크로</a></li><li class="chapter-item expanded "><a href="04_traits/05_trait_bounds.html"><strong aria-hidden="true">4.5.</strong> 트레잇 바운드</a></li><li class="chapter-item expanded "><a href="04_traits/06_str_slice.html"><strong aria-hidden="true">4.6.</strong> 문자열 슬라이스</a></li><li class="chapter-item expanded "><a href="04_traits/07_deref.html"><strong aria-hidden="true">4.7.</strong> Deref 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/08_sized.html"><strong aria-hidden="true">4.8.</strong> Sized 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/09_from.html"><strong aria-hidden="true">4.9.</strong> From 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/10_assoc_vs_generic.html"><strong aria-hidden="true">4.10.</strong> 연관 vs 제네릭 타입</a></li><li class="chapter-item expanded "><a href="04_traits/11_clone.html"><strong aria-hidden="true">4.11.</strong> Clone 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/12_copy.html"><strong aria-hidden="true">4.12.</strong> Copy 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/13_drop.html"><strong aria-hidden="true">4.13.</strong> Drop 트레잇</a></li><li class="chapter-item expanded "><a href="04_traits/14_outro.html"><strong aria-hidden="true">4.14.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="05_ticket_v2/00_intro.html"><strong aria-hidden="true">5.</strong> Ticket v2</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="05_ticket_v2/01_enum.html"><strong aria-hidden="true">5.1.</strong> 열거형(Enums)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/02_match.html"><strong aria-hidden="true">5.2.</strong> 분기: match</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/03_variants_with_data.html"><strong aria-hidden="true">5.3.</strong> 데이터를 가진 배리언트</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/04_if_let.html"><strong aria-hidden="true">5.4.</strong> 분기: if let 과 let/else</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/05_nullability.html"><strong aria-hidden="true">5.5.</strong> Null 가능성(Nullability)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/06_fallibility.html"><strong aria-hidden="true">5.6.</strong> 실패 가능성(Fallibility)</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/07_unwrap.html"><strong aria-hidden="true">5.7.</strong> Unwrap</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/08_error_enums.html"><strong aria-hidden="true">5.8.</strong> Error 열거형</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/09_error_trait.html"><strong aria-hidden="true">5.9.</strong> Error 트레잇</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/10_packages.html"><strong aria-hidden="true">5.10.</strong> 패키지</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/11_dependencies.html"><strong aria-hidden="true">5.11.</strong> 디펜던시</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/12_thiserror.html"><strong aria-hidden="true">5.12.</strong> thiserror</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/13_try_from.html"><strong aria-hidden="true">5.13.</strong> TryFrom 트레잇</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/14_source.html"><strong aria-hidden="true">5.14.</strong> Error::source</a></li><li class="chapter-item expanded "><a href="05_ticket_v2/15_outro.html"><strong aria-hidden="true">5.15.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="06_ticket_management/00_intro.html"><strong aria-hidden="true">6.</strong> 티켓 관리</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="06_ticket_management/01_arrays.html"><strong aria-hidden="true">6.1.</strong> 배열</a></li><li class="chapter-item expanded "><a href="06_ticket_management/02_vec.html"><strong aria-hidden="true">6.2.</strong> 벡터</a></li><li class="chapter-item expanded "><a href="06_ticket_management/03_resizing.html"><strong aria-hidden="true">6.3.</strong> 리사이징</a></li><li class="chapter-item expanded "><a href="06_ticket_management/04_iterators.html"><strong aria-hidden="true">6.4.</strong> 반복자</a></li><li class="chapter-item expanded "><a href="06_ticket_management/05_iter.html"><strong aria-hidden="true">6.5.</strong> Iter</a></li><li class="chapter-item expanded "><a href="06_ticket_management/06_lifetimes.html"><strong aria-hidden="true">6.6.</strong> 수명</a></li><li class="chapter-item expanded "><a href="06_ticket_management/07_combinators.html"><strong aria-hidden="true">6.7.</strong> 결합자(Combinators)</a></li><li class="chapter-item expanded "><a href="06_ticket_management/08_impl_trait.html"><strong aria-hidden="true">6.8.</strong> impl Trait</a></li><li class="chapter-item expanded "><a href="06_ticket_management/09_impl_trait_2.html"><strong aria-hidden="true">6.9.</strong> impl Trait, pt.2</a></li><li class="chapter-item expanded "><a href="06_ticket_management/10_slices.html"><strong aria-hidden="true">6.10.</strong> 슬라이스</a></li><li class="chapter-item expanded "><a href="06_ticket_management/11_mutable_slices.html"><strong aria-hidden="true">6.11.</strong> 변경 가능한 슬라이스</a></li><li class="chapter-item expanded "><a href="06_ticket_management/12_two_states.html"><strong aria-hidden="true">6.12.</strong> 두 가지 상태</a></li><li class="chapter-item expanded "><a href="06_ticket_management/13_index.html"><strong aria-hidden="true">6.13.</strong> Index 트레잇</a></li><li class="chapter-item expanded "><a href="06_ticket_management/14_index_mut.html"><strong aria-hidden="true">6.14.</strong> IndexMut 트레잇</a></li><li class="chapter-item expanded "><a href="06_ticket_management/15_hashmap.html"><strong aria-hidden="true">6.15.</strong> HashMap</a></li><li class="chapter-item expanded "><a href="06_ticket_management/16_btreemap.html"><strong aria-hidden="true">6.16.</strong> BTreeMap</a></li></ol></li><li class="chapter-item expanded "><a href="07_threads/00_intro.html"><strong aria-hidden="true">7.</strong> 스레드</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="07_threads/01_threads.html"><strong aria-hidden="true">7.1.</strong> 스레드</a></li><li class="chapter-item expanded "><a href="07_threads/02_static.html"><strong aria-hidden="true">7.2.</strong> 'static 수명</a></li><li class="chapter-item expanded "><a href="07_threads/03_leak.html"><strong aria-hidden="true">7.3.</strong> 메모리 누수</a></li><li class="chapter-item expanded "><a href="07_threads/04_scoped_threads.html"><strong aria-hidden="true">7.4.</strong> 범위 스레드</a></li><li class="chapter-item expanded "><a href="07_threads/05_channels.html"><strong aria-hidden="true">7.5.</strong> 채널</a></li><li class="chapter-item expanded "><a href="07_threads/06_interior_mutability.html"><strong aria-hidden="true">7.6.</strong> 내부 가변성(Interior mutability)</a></li><li class="chapter-item expanded "><a href="07_threads/07_ack.html"><strong aria-hidden="true">7.7.</strong> Ack 패턴</a></li><li class="chapter-item expanded "><a href="07_threads/08_client.html"><strong aria-hidden="true">7.8.</strong> 클라이언트</a></li><li class="chapter-item expanded "><a href="07_threads/09_bounded.html"><strong aria-hidden="true">7.9.</strong> 제한 채널(Bounded channels)</a></li><li class="chapter-item expanded "><a href="07_threads/10_patch.html"><strong aria-hidden="true">7.10.</strong> 패치</a></li><li class="chapter-item expanded "><a href="07_threads/11_locks.html"><strong aria-hidden="true">7.11.</strong> Mutex, Send 그리고 Arc</a></li><li class="chapter-item expanded "><a href="07_threads/12_rw_lock.html"><strong aria-hidden="true">7.12.</strong> RwLock</a></li><li class="chapter-item expanded "><a href="07_threads/13_without_channels.html"><strong aria-hidden="true">7.13.</strong> 채널 없이</a></li><li class="chapter-item expanded "><a href="07_threads/14_sync.html"><strong aria-hidden="true">7.14.</strong> Sync 트레잇</a></li></ol></li><li class="chapter-item expanded "><a href="08_futures/00_intro.html"><strong aria-hidden="true">8.</strong> Futures</a></li><li><ol class="section"><li class="chapter-item expanded "><a href="08_futures/01_async_fn.html"><strong aria-hidden="true">8.1.</strong> 비동기 함수</a></li><li class="chapter-item expanded "><a href="08_futures/02_spawn.html"><strong aria-hidden="true">8.2.</strong> 태스크 띄우기</a></li><li class="chapter-item expanded "><a href="08_futures/03_runtime.html"><strong aria-hidden="true">8.3.</strong> 런타임</a></li><li class="chapter-item expanded "><a href="08_futures/04_future.html"><strong aria-hidden="true">8.4.</strong> Future trait</a></li><li class="chapter-item expanded "><a href="08_futures/05_blocking.html"><strong aria-hidden="true">8.5.</strong> 런타임 블로킹</a></li><li class="chapter-item expanded "><a href="08_futures/06_async_aware_primitives.html"><strong aria-hidden="true">8.6.</strong> Async-aware 기본 요소</a></li><li class="chapter-item expanded "><a href="08_futures/07_cancellation.html"><strong aria-hidden="true">8.7.</strong> 취소</a></li><li class="chapter-item expanded "><a href="08_futures/08_outro.html"><strong aria-hidden="true">8.8.</strong> 마무리</a></li></ol></li><li class="chapter-item expanded "><a href="going_further.html"><strong aria-hidden="true">9.</strong> 더 나아가</a></li></ol> + </div> + <div id="sidebar-resize-handle" class="sidebar-resize-handle"> + <div class="sidebar-resize-indicator"></div> + </div> + </nav> + + <!-- Track and set sidebar scroll position --> + <script> + var sidebarScrollbox = document.querySelector('#sidebar .sidebar-scrollbox'); + sidebarScrollbox.addEventListener('click', function(e) { + if (e.target.tagName === 'A') { + sessionStorage.setItem('sidebar-scroll', sidebarScrollbox.scrollTop); + } + }, { passive: 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(Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar"> + <i class="fa fa-search"></i> + </button> + </div> + + <h1 class="menu-title">100 Exercises To Learn Rust</h1> + + <div class="right-buttons"> + <a href="print.html" title="Print this book" aria-label="Print this book"> + <i id="print-button" class="fa fa-print"></i> + </a> + <a href="https://github.com/mainmatter/100-exercises-to-learn-rust" title="Git repository" aria-label="Git repository"> + <i id="git-repository-button" class="fa fa-github"></i> + </a> + + </div> + </div> + + <div id="search-wrapper" class="hidden"> + <form id="searchbar-outer" class="searchbar-outer"> + <input type="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header"> + </form> + <div id="searchresults-outer" class="searchresults-outer hidden"> + <div id="searchresults-header" class="searchresults-header"></div> + <ul id="searchresults"> + </ul> + </div> + </div> + + <!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM --> + <script> + document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible'); + document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible'); + Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) { + link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1); + }); + </script> + + <div id="content" class="content"> + <main> + <h1 id="환영합니다"><a class="header" href="#환영합니다">환영합니다</a></h1> +<p><strong>Rust를 배우기 위한 100가지 연습</strong>에 오신 것을 환영합니다!</p> +<p>이 코스에서는 Rust의 핵심 개념을 한 번에 하나씩 연습해 볼 것입니다.<br /> +Rust의 문법, Trait 시스템, 표준 라이브러리와 생태계에 대해 배우게 됩니다.</p> +<p>우리는 당신이 Rust에 대한 사전 지식이 없지만, 적어도 다른 프로그래밍 언어 하나는 알고 있다고 가정합니다. 그리고 시스템 프로그래밍이나 메모리 관리에 대한 사전 지식을 가지고있다고 가정합니다. 이 코스에서 앞선 주제들을 다루어 볼것입니다.</p> +<p>즉, 처음부터 다시 시작하는 것입니다!<br /> +작고 관리 가능한 단계를 통해 Rust 지식을 쌓을 수 있습니다. 과정이 끝나면 중소 규모의 Rust 프로젝트에서 편안하게 작업할 수 있을 만큼 약 100개의 연습 문제를 풀게 됩니다.</p> +<h2 id="방법론"><a class="header" href="#방법론">방법론</a></h2> +<p>이 과정은 "실행을 통해 학습" 원칙을 기반으로 합니다.<br /> +대화형 및 실습형으로 설계되었습니다.</p> +<p><a href="https://mainmatter.com/rust-consulting/">Mainmatter</a> 는 4일에 걸친 교육환경에서 제공되도록 이 코스를 만들었습니다. 각 참석자는 자신만의 페이스로, 숙련된 강사의 지도를 받으며, 질문에 답하고, 필요에 따라 주제에 대해 더 깊이 파고들며 수업을 진행합니다.<br /> +교육 세션에 참여하고 싶거나 이 교육 과정을 회사에 도입하고 싶다면 연락해 주세요.</p> +<p>스스로 과정을 따라갈 수도 있지만, 막히는 경우 과정을 진행하는 데 도움을 줄 수 있는 친구나 멘토를 찾는 것이 좋습니다. <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/solutions">깃헙 리포지토리의 <code>solutions</code> 브랜치</a>에서 모든 연습에 대한 솔루션을 찾을 수도 있습니다.</p> +<h2 id="구조"><a class="header" href="#구조">구조</a></h2> +<p>화면 왼쪽을 보면 코스가 여러 섹션으로 나누어져 있는 것을 볼 수 있습니다. 각 섹션에서는 Rust 언어의 새로운 개념이나 기능을 소개합니다.<br /> +이해를 확인하기 위해 각 섹션은 해결해야 하는 연습문제와 짝을 이룹니다.</p> +<p><a href="https://github.com/mainmatter/100-exercises-to-learn-rust">자매 깃헙 리포지토리</a>에서 예제들을 확인할 수 있습니다.<br /> +코스를 시작하기전에 리포지토리를 로컬에 클론하세요:</p> +<pre><code class="language-bash"># GitHub에 SSH 키가 설정되어 있는 경우 +git clone git@github.com:mainmatter/100-exercises-to-learn-rust.git +# 아니면 HTTPS URL을 사용하십시오: +# +# git clone https://github.com/mainmatter/100-exercises-to-learn-rust.git +</code></pre> +<p>또한 진행 상황을 쉽게 추적하고 필요한 경우 메인 리포지토리에서 업데이트를 가져올 수 있도록 브랜치에서 작업하는 것이 좋습니다:</p> +<pre><code class="language-bash">cd 100-exercises-to-learn-rust +git checkout -b my-solutions +</code></pre> +<p>모든 예제는 <code>exercises</code> 폴더에 있습니다. 각 문제는 Rust 패키지로 구성됩니다. 패키지에는 연습 자체, 수행할 작업에 대한 지침(<code>src/lib.rs</code>에 있음), 솔루션을 자동으로 검증하기 위한 테스트 모음이 포함되어 있습니다.</p> +<h3 id="wr-워크숍-러너"><a class="header" href="#wr-워크숍-러너"><code>wr</code>, 워크숍 러너</a></h3> +<p>솔루션을 검증하기 위해 코스 내내 당신을 도와줄 도구를 제공합니다. <code>wr</code> CLI("워크숍 러너"의 줄임말)입니다. 아래 명령을 사용하여 설치하세요:</p> +<pre><code class="language-bash">cargo install --locked workshop-runner +</code></pre> +<p>새 터미널에서 리포지토리의 최상위 폴더로 이동합니다. 코스를 시작하려면 <code>wr</code> 명령을 실행하세요:</p> +<pre><code class="language-bash">wr +</code></pre> +<p><code>wr</code>은 현재 연습에 대한 솔루션을 확인합니다.<br /> +현재 연습문제를 풀 때까지 다음 섹션으로 넘어가지 마세요.</p> +<blockquote> +<p>과정을 진행하면서 솔루션을 Git에 커밋하는 것이 좋습니다. 그러면 진행 상황을 쉽게 추적하고 필요한 경우 특정 지점에서 "다시 시작할" 수 있습니다.</p> +</blockquote> +<p>코스를 즐겨보세요!</p> +<h2 id="작성자"><a class="header" href="#작성자">작성자</a></h2> +<p>이 과정은 <a href="https://mainmatter.com/rust-consulting/">Mainmatter</a>의 수석 엔지니어링 컨설턴트인 <a href="https://www.lpalmieri.com/">Luca Palmieri</a>가 작성했습니다.<br /> +Luca는 2018년부터 처음에는 TrueLayer에서, 그다음에는 AWS에서 Rust와 협력해 왔습니다.<br /> +Luca는 Rust에서 백엔드 애플리케이션을 구축하는 방법을 배우기 위한 유용한 리소스인 <a href="https://zero2prod.com">"Zero to Production in Rust"</a>의 저자입니다.<br /> +그는 또한 <a href="https://github.com/LukeMathWalker/cargo-chef"><code>cargo-chef</code></a>, <a href="https://pavex.dev">Pavex</a>와 <a href="https://github.com/LukeMathWalker/wiremock-rs"><code>wiremock</code></a>을 포함한 다양한 오픈 소스 Rust 프로젝트의 저자이자 관리자이기도 합니다.</p> +<h2 id="예제"><a class="header" href="#예제">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/01_intro/00_welcome"><code>01_intro/00_welcome</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="문법"><a class="header" href="#문법">문법</a></h1> +<div class="warning"> +<p>앞으로 건너뛰지마세요!<br /> +이 섹션을 시작하기 전에 이전 섹션의 연습을 완료하세요.<br /> +이전 섹션은 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust">GitHub 저장소</a>의 <code>exercises/01_intro/00_welcome</code>에 있습니다.<br /> +<a href="01_intro/00_welcome.html#wr-the-workshop-runner"><code>wr</code></a>을 사용하여 코스를 시작하고 솔루션을 확인하세요.</p> +</div> +<p>이전 작업은 연습으로도 적합하지 않지만 이미 꽤 많은 Rust <strong>문법</strong>을 노출시켰습니다. 이전 연습에서 사용된 Rust 구문을 세세하게 다루지는 않을 것입니다. 대신, <em>계속 진행할 수 있을 정도만</em> 다루겠습니다.<br /> +한 번에 한 걸음 씩!</p> +<h2 id="코멘트"><a class="header" href="#코멘트">코멘트</a></h2> +<p>한 줄 주석에는 <code>//</code>를 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이것은 한 줄 주석입니다 +// 또 다른 한 줄 주석이 이어집니다 +<span class="boring">}</span></code></pre></pre> +<h2 id="함수"><a class="header" href="#함수">함수</a></h2> +<p>Rust의 함수는 <code>fn</code> 키워드를 사용하여 정의되며 그 뒤에 함수 이름, 입력 매개변수, 반환 유형이 옵니다. 함수 본문은 중괄호 <code>{}</code>로 감싸줍니다.</p> +<p>이전 연습에서는 <code>인사말</code> 기능을 보았습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `fn` \<function_name> ( <input parameters> ) -> \<return_type> { <body> } +fn greeting() -> &'static str { + // TODO: fix me 👇 + "I'm ready to \_\_!" +} +<span class="boring">}</span></code></pre></pre> +<p><code>greeting</code>에는 입력 매개변수가 없으며 문자열 슬라이스 (<code>&'static str</code>)에 대한 참조를 반환합니다.</p> +<h3 id="반환-유형"><a class="header" href="#반환-유형">반환 유형</a></h3> +<p>함수가 아무 것도 반환하지 않으면(즉, Rust의 단위 유형인 <code>()</code>를 반환하는 경우) 반환 유형을 시그니처에서 생략할 수 있습니다. 이것이 <code>test_welcome</code> 함수에서 있었던 일입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn test_welcome() { + assert_eq!(greeting(), "I'm ready to learn Rust!"); +} +<span class="boring">}</span></code></pre></pre> +<p>위의 내용은 다음과 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// Spelling out the unit return type explicitly +// 👇 +fn test_welcome() -> () { + assert_eq!(greeting(), "I'm ready to learn Rust!"); +} +<span class="boring">}</span></code></pre></pre> +<h3 id="반환-값"><a class="header" href="#반환-값">반환 값</a></h3> +<p>함수의 마지막 표현식은 암시적으로 반환됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn greeting() -> &'static str { + // This is the last expression in the function + // Therefore its value is returned by `greeting` + "I'm ready to learn Rust!" +} +<span class="boring">}</span></code></pre></pre> +<p>중간에 값을 반환하려면 <code>return</code> 키워드를 사용할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn greeting() -> &'static str { + // Notice the semicolon at the end of the line! + return "I'm ready to learn Rust!"; +} +<span class="boring">}</span></code></pre></pre> +<p>가능하면 'return' 키워드를 생략하는 것이 관용적입니다.</p> +<h3 id="입력-매개변수"><a class="header" href="#입력-매개변수">입력 매개변수</a></h3> +<p>입력 매개변수는 함수 이름 뒤에 오는 괄호 '()' 안에 선언됩니다.<br /> +각 매개변수는 <code>이름: 타입</code> 모양으로 선언됩니다.</p> +<p>예를 들어, 아래 <code>greet</code> 함수는 <code>&str</code> 타입("문자열 슬라이스")의 <code>name</code> 매개변수를 사용합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// An input parameter +// 👇 +fn greet(name: &str) -> String { + format!("Hello, {}!", name) +} +<span class="boring">}</span></code></pre></pre> +<p>입력 매개변수가 여러 개인 경우 쉼표로 구분해야 합니다.</p> +<h3 id="타입-어노테이션"><a class="header" href="#타입-어노테이션">타입 어노테이션</a></h3> +<p>우리는 "타입"에 대해 여러 번 언급했으므로 명확하게 말하겠습니다: Rust는 <strong>정적 타입 언어</strong>입니다.<br /> +Rust의 모든 단일 값에는 유형이 있으며 해당 유형은 컴파일 타임에 컴파일러가 알 수 있어야 합니다.</p> +<p>타입은 <strong>static analysis</strong>의 한 형태입니다.<br /> +타입은 컴파일러가 프로그램의 모든 값에 첨부하는 <strong>태그</strong>로 생각할 수 있습니다. 태그에 따라 컴파일러는 다른 규칙을 적용할 수 있습니다. 숫자에 문자열을 더할 수는 없지만 두 숫자를 함께 더할 수는 있습니다. 타입을 올바르게 활용하면 모든 종류의 런타임 버그를 방지할 수 있습니다.</p> +<h2 id="예제-1"><a class="header" href="#예제-1">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/01_intro/01_syntax"><code>01_intro/01_syntax</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="간단한-계산기"><a class="header" href="#간단한-계산기">간단한 계산기</a></h1> +<p>이번 장에서는 Rust를 <strong>계산기</strong>로 사용하는 방법을 배우겠습니다.<br /> +별것 아닌 것처럼 들리겠지만, 다음과 같은 Rust의 기본기를 많이 다룰 수 있는 기회를 제공할 것입니다:</p> +<ul> +<li>함수를 정의하고 호출하는 방법</li> +<li>변수 선언 및 사용 방법</li> +<li>원시 타입(정수 와 불리언)</li> +<li>산술 연산자(오버플로 및 언더플로 동작 포함)</li> +<li>비교 연산자</li> +<li>흐름 제어</li> +<li>패닉</li> +</ul> +<p>몇 가지 연습을 통해 기본기를 익히면 언어가 물흐르듯 써지게 됩니다. Trait와 소유권같은 더 복잡한 주제로 넘어갈 때 문법이나 기타 사소한 세부사항에 얽매이지 않고 새로운 개념에 집중할 수 있습니다.</p> +<h2 id="예제-2"><a class="header" href="#예제-2">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/00_intro"><code>02_basic_calculator/00_intro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="types-part-1"><a class="header" href="#types-part-1">Types, part 1</a></h1> +<p><a href="02_basic_calculator/../01_intro/01_syntax.html">"문법" section</a>섹션에서 <code>compute</code>의 입력 매개변수는 <code>u32</code> 타입이었습니다.<br /> +그것이 <em>의미</em> 무엇인지 풀어봅시다.</p> +<h2 id="원시-타입"><a class="header" href="#원시-타입">원시 타입</a></h2> +<p><code>u32</code>는 Rust의 <strong>원시 타입</strong> 중 하나입니다. 원시 타입은 언어의 가장 기본적인 구성 요소입니다. 이는 언어 자체에 내장되어 있습니다. 다른 타입처럼 정의되지 않습니다.</p> +<p>이러한 원시 타입을 결합하여 더 복잡한 타입을 만들 수 있습니다. 곧 배우게 되실겁니다.</p> +<h2 id="정수"><a class="header" href="#정수">정수</a></h2> +<p><code>u32</code>는 <strong>부호 없는 32비트 정수</strong>입니다.</p> +<p>정수는 분수없이 나타낼 수 있는 숫자입니다. 예: '1'은 정수이지만 '1.2'는 정수가 아닙니다.</p> +<h3 id="signed-vs-unsigned"><a class="header" href="#signed-vs-unsigned">Signed vs. unsigned</a></h3> +<p>정수는 <strong>signed</strong> 또는 <strong>unsigned</strong>일 수 있습니다.<br /> +부호 없는 정수는 음수가 아닌 숫자(예: '0' 이상)만 나타낼 수 있습니다. 부호 있는 정수는 양수와 음수를 모두 나타낼 수 있습니다(예: '-1', '12' 등).</p> +<p><code>u32</code>의 <code>u</code>는 <strong>unsigned</strong>를 의미합니다.<br /> +부호 있는 정수에 해당하는 유형은 'i32'입니다. 여기서 'i'는 정수(예: 양수 또는 음수)를 나타냅니다.</p> +<h3 id="비트-폭"><a class="header" href="#비트-폭">비트 폭</a></h3> +<p>'u32'의 '32'는 메모리의 숫자를 나타내는 데 사용되는 **비트 수<sup class="footnote-reference"><a href="#bit">1</a></sup>**를 나타냅니다.<br /> +비트가 많을수록 표현할 수 있는 숫자의 범위가 커집니다.</p> +<p>Rust는 정수에 대해 <code>8</code>, <code>16</code>, <code>32</code>, <code>64</code>, <code>128</code>과 같은 다중 비트 너비를 지원합니다.</p> +<p>32비트를 사용하면 <code>u32</code>는 <code>0</code>부터 <code>2^32 - 1</code>(즉, <a href="https://doc.rust-lang.org/std/primitive.u32.html#associatedconstant.MAX"><code>u32::MAX</code></a>)까지의 숫자를 나타낼 수 있습니다.<br /> +동일한 비트 수를 사용하여 부호 있는 정수(<code>i32</code>)는 <code>-2^31</code>부터 <code>2^31 - 1</code>까지(즉, <a href="https://doc.rust-lang.org/std/primitive.i32.html#associatedconstant.MIN"><code>i32::MIN</code></a>부터 <a href="https://doc.rust-lang.org/std/primitive.i32.html#associatedconstant.MAX"><code>i32::MAX</code></a>까지)의 숫자를 나타낼 수 있습니다.<br /> +'i32'의 최대값은 'u32'의 최대값보다 작습니다. 1비트가 숫자의 부호를 나타내는 데 사용되기 때문입니다. 부호 있는 정수가 메모리에 어떻게 표현되는지에 대한 자세한 내용은 <a href="https://en.wikipedia.org/wiki/Two%27s_complement">2의 보수</a>를 확인하세요.</p> +<h3 id="요약"><a class="header" href="#요약">요약</a></h3> +<p>두 변수(signed/unsigned와 비트 폭)를 결합하면 다음과 같은 정수 유형을 얻을 수 있습니다:</p> +<div class="table-wrapper"><table><thead><tr><th>비트 폭</th><th>Signed</th><th>Unsigned</th></tr></thead><tbody> +<tr><td>8-bit</td><td><code>i8</code></td><td><code>u8</code></td></tr> +<tr><td>16-bit</td><td><code>i16</code></td><td><code>u16</code></td></tr> +<tr><td>32-bit</td><td><code>i32</code></td><td><code>u32</code></td></tr> +<tr><td>64-bit</td><td><code>i64</code></td><td><code>u64</code></td></tr> +<tr><td>128-bit</td><td><code>i128</code></td><td><code>u128</code></td></tr> +</tbody></table> +</div> +<h2 id="리터럴"><a class="header" href="#리터럴">리터럴</a></h2> +<p><strong>리터럴</strong>은 소스 코드에서 고정된 값을 나타내는 표기법입니다.<br /> +예를 들어 '42'는 숫자 42에 대한 Rust 리터럴입니다.</p> +<h3 id="타입-어노테이션-리터럴"><a class="header" href="#타입-어노테이션-리터럴">타입 어노테이션 리터럴</a></h3> +<p>하지만 Rust의 모든 값에는 유형이 있습니다. 그렇다면... '42'의 타입은 무엇일까요?</p> +<p>Rust 컴파일러는 리터럴이 사용되는 방식에 따라 리터럴의 타입을 추론하려고 시도합니다.<br /> +컨텍스트를 제공하지 않으면 컴파일러는 정수 리터럴에 대해 기본적으로 <code>i32</code>를 사용합니다.<br /> +다른 타입을 사용하려면 원하는 정수 타입을 접미사로 추가할 수 있습니다. '2u64'는 명시적으로 'u64'라고 정해진 2입니다.</p> +<h3 id="리터럴에서의-밑줄"><a class="header" href="#리터럴에서의-밑줄">리터럴에서의 밑줄</a></h3> +<p>밑줄 '_'을 사용하면 큰 숫자의 가독성을 높일 수 있습니다.<br /> +예를 들어 '1_000_000'은 '1000000'과 동일합니다.</p> +<h2 id="산술-연산자"><a class="header" href="#산술-연산자">산술 연산자</a></h2> +<p>Rust는 정수에 대해 다음과 같은 산술 연산자<sup class="footnote-reference"><a href="#traits">2</a></sup>를 지원합니다:</p> +<ul> +<li><code>+</code> 더하기</li> +<li><code>-</code> 빼기</li> +<li><code>*</code> 곱하기</li> +<li><code>/</code> 나누기</li> +<li><code>%</code> 나머지</li> +</ul> +<p>이러한 연산자의 우선순위 및 결합성 규칙은 수학과 동일합니다.<br /> +괄호를 사용하여 기본 우선 순위를 재정의할 수 있습니다. 예: <code>2 * (3 + 4)</code>.</p> +<blockquote> +<p>⚠️ <strong>경고</strong></p> +<p>나누기 연산자 '/'는 정수 유형과 함께 사용될 때 정수 나누기를 수행합니다. 즉. 결과는 0쪽으로 잘립니다. 예를 들어 '5/2'는 '2.5'가 아니라 '2'입니다.</p> +</blockquote> +<h2 id="자동-타입-변환-없음"><a class="header" href="#자동-타입-변환-없음">자동 타입 변환 없음</a></h2> +<p>이전 연습에서 논의한 것처럼 Rust는 정적으로 타입이 지정된 언어입니다.<br /> +특히 Rust는 타입 강제에 대해 상당히 엄격합니다. 타입 변환이 무손실이더라도 자동으로 값을 한 타입에서 다른 타입으로 변환<sup class="footnote-reference"><a href="#coercion">3</a></sup>하지 않습니다. 명시적으로 해야 합니다.</p> +<p>예를 들어, 모든 <code>u8</code> 값이 유효한 <code>u32</code> 값이더라도 <code>u32</code> 타입에 <code>u8</code>타입의 값을 할당할 수 없습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let b: u8 = 100; +let a: u32 = b; +<span class="boring">}</span></code></pre></pre> +<p>컴파일 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0308]: mismatched types + | +3 | let a: u32 = b; + | --- ^ expected `u32`, found `u8` + | | + | expected due to this + | +</code></pre> +<p><a href="02_basic_calculator/../04_traits/09_from.html">이 코스의 뒷부분</a>에서 타입 간 변환 방법을 살펴보겠습니다.</p> +<h2 id="읽을거리"><a class="header" href="#읽을거리">읽을거리</a></h2> +<ul> +<li>공식 Rust book의 <a href="https://doc.rust-lang.org/book/ch03-02-data-types.html#integer-types">정수 타입 섹션</a></li> +</ul> +<div class="footnote-definition" id="bit"><sup class="footnote-definition-label">1</sup> +<p>비트는 컴퓨터의 가장 작은 데이터 단위입니다. '0' 또는 '1'의 두 가지 값만 가질 수 있습니다.</p> +</div> +<div class="footnote-definition" id="traits"><sup class="footnote-definition-label">2</sup> +<p>Rust에서는 사용자 정의 연산자를 정의할 수 없지만 내장 연산자의 작동 방식을 제어할 수 있습니다. 나중에 Trait에 대해 다룬 후 연산자 오버로딩에 대해 설명하겠습니다.</p> +</div> +<div class="footnote-definition" id="coercion"><sup class="footnote-definition-label">3</sup> +<p>이 규칙에는 주로 참조, 스마트 포인터 및 인체 공학과 관련된 몇 가지 예외가 있습니다. 이에 대해서는 <a href="02_basic_calculator/../04_traits/07_deref.html">나중에</a> 다루겠습니다. 그 전까지는 "모든 타입 변환이 명시적"이라는 정신이 도움이 될 것입니다.</p> +</div> +<h2 id="예제-3"><a class="header" href="#예제-3">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/01_integers"><code>02_basic_calculator/01_integers</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="변수"><a class="header" href="#변수">변수</a></h1> +<p>Rust에서는 <code>let</code> 키워드를 사용하여 <strong>변수</strong>를 선언할 수 있습니다.<br /> +예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 42; +<span class="boring">}</span></code></pre></pre> +<p>위에서는 변수 <code>x</code>를 정의하고 값 <code>42</code>를 할당했습니다.</p> +<h2 id="타입"><a class="header" href="#타입">타입</a></h2> +<p>Rust의 모든 변수에는 타입이 있어야 합니다. 이는 컴파일러에 의해 유추되거나 개발자가 명시적으로 지정할 수 있습니다.</p> +<h3 id="명시적-타입-어노테이션"><a class="header" href="#명시적-타입-어노테이션">명시적 타입 어노테이션</a></h3> +<p>변수 이름 뒤에 콜론 <code>:</code>을 추가하고 타입을 추가하여 변수 타입을 지정할 수 있습니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// let <variable_name>: <type> = <expression>; +let x: u32 = 42; +<span class="boring">}</span></code></pre></pre> +<p>위의 예에서는 <code>x</code>의 타입을 <code>u32</code>로 명시적으로 제한했습니다.</p> +<h3 id="타입-추론"><a class="header" href="#타입-추론">타입 추론</a></h3> +<p>변수 타입을 지정하지 않으면 컴파일러는 변수가 사용되는 컨텍스트를 기반으로 변수 타입을 추론하려고 시도합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 42; +let y: u32 = x; +<span class="boring">}</span></code></pre></pre> +<p>위의 예에서는 <code>x</code>의 타입을 지정하지 않았습니다.<br /> +<code>x</code>는 나중에 명시적으로 <code>u32</code>로 입력되는 <code>y</code>에 할당됩니다. Rust는 자동 타입 강제 변환을 수행하지 않기 때문에 컴파일러는 <code>x</code>의 타입을 <code>u32</code>로 추론합니다. 이는 <code>y</code>와 동일하고 프로그램이 오류 없이 컴파일할 수 있게 해주는 유일한 타입입니다.</p> +<h3 id="추론의-한계"><a class="header" href="#추론의-한계">추론의 한계</a></h3> +<p>컴파일러는 사용법에 따라 올바른 변수 타입을 유추하기 위해 약간의 도움이 필요한 경우가 있습니다.<br /> +이러한 경우 컴파일 오류가 발생하고 컴파일러는 상황을 명확하게 하기 위해 명시적인 타입 힌트를 제공하도록 요청합니다.</p> +<h2 id="함수-인수는-변수입니다"><a class="header" href="#함수-인수는-변수입니다">함수 인수는 변수입니다</a></h2> +<p>모든 영웅이 망토를 입는 것은 아니며, 모든 변수가 <code>let</code>으로 선언되는 것은 아닙니다.<br /> +함수 인수도 변수입니다!</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn add_one(x: u32) -> u32 { + x + 1 +} +<span class="boring">}</span></code></pre></pre> +<p>위의 예에서 <code>x</code>는 <code>u32</code> 타입의 변수입니다.<br /> +<code>x</code>와 <code>let</code>으로 선언된 변수의 유일한 차이점은 함수 인수 <strong>반드시</strong> 해당 타입이 명시적으로 선언되어야 한다는 것입니다. 컴파일러는 이를 추론하지 않습니다.<br /> +이 제약은 Rust 컴파일러(그리고 우리 인간도!)가 구현을 살펴보지 않고도 함수의 시그니처를 이해할 수 있게 해줍니다. 이는 컴파일 속도<sup class="footnote-reference"><a href="#speed">1</a></sup>를 크게 향상시킵니다!</p> +<h2 id="초기화"><a class="header" href="#초기화">초기화</a></h2> +<p>변수를 선언할 때 변수를 초기화할 필요는 없습니다.<br /> +예를 들어</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x: u32; +<span class="boring">}</span></code></pre></pre> +<p>유효한 변수 선언입니다.<br /> +그러나 변수를 사용하기 전에 초기화해야 합니다. 다음을 수행하지 않으면 컴파일러에서 오류가 발생합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x: u32; +let y = x + 1; +<span class="boring">}</span></code></pre></pre> +<p>컴파일 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0381]: used binding `x` isn't initialized + --> src/main.rs:3:9 + | +2 | let x: u32; + | - binding declared here but left uninitialized +3 | let y = x + 1; + | ^ `x` used here but it isn't initialized + | +help: consider assigning a value + | +2 | let x: u32 = 0; + | +++ +</code></pre> +<div class="footnote-definition" id="speed"><sup class="footnote-definition-label">1</sup> +<p>Rust 컴파일러는 컴파일 속도를 위한 어떤 도움이라도 필요로합니다.</p> +</div> +<h2 id="예제-4"><a class="header" href="#예제-4">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/02_variables"><code>02_basic_calculator/02_variables</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="흐름-제어-part-1"><a class="header" href="#흐름-제어-part-1">흐름 제어, part 1</a></h1> +<p>지금까지 우리의 모든 프로그램은 매우 간단했습니다.<br /> +일련의 명령이 위에서 아래로 실행됩니다.</p> +<p>이제 몇 가지 <strong>분기</strong>를 소개할 시간입니다.</p> +<h2 id="if-문"><a class="header" href="#if-문"><code>if</code> 문</a></h2> +<p><code>if</code> 키워드는 조건이 참인 경우에만 코드 블록을 실행하는 데 사용됩니다.</p> +<p>간단한 예는 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let number = 3; +if number < 5 { + println!("`number` is smaller than 5"); +} +<span class="boring">}</span></code></pre></pre> +<p>이 프로그램은 <code>number < 5</code> 조건이 true이기 때문에 <code>number is less than 5</code>를 프린트합니다.</p> +<h3 id="else-문"><a class="header" href="#else-문"><code>else</code> 문</a></h3> +<p>대부분의 프로그래밍 언어와 마찬가지로 Rust는 <code>if</code> 표현식의 조건이 거짓일 때 코드 블록을 실행하기 위한 선택적인 <code>else</code> 분기를 지원합니다.<br /> +예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let number = 3; + +if number < 5 { + println!("`number` is smaller than 5"); +} else { + println!("`number` is greater than or equal to 5"); +} +<span class="boring">}</span></code></pre></pre> +<h2 id="불리언"><a class="header" href="#불리언">불리언</a></h2> +<p><code>if</code> 표현식의 조건은 <code>bool</code> 타입의 <strong>불리언</strong>이어야 합니다.<br /> +정수와 마찬가지로 불리언도 Rust의 원시 타입입니다.</p> +<p>불리언은 <code>true</code> 또는 <code>false</code>라는 두 가지 값 중 하나를 가질 수 있습니다.</p> +<h3 id="참-혹은-거짓이-아닌-경ㅇ"><a class="header" href="#참-혹은-거짓이-아닌-경ㅇ">참 혹은 거짓이 아닌 경ㅇ</a></h3> +<p><code>if</code> 표현식의 조건이 불리언이 아닌 경우 컴파일 오류가 발생합니다.</p> +<p>예를 들어 다음 코드는 컴파일되지 않습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let number = 3; +if number { + println!("`number` is not zero"); +} +<span class="boring">}</span></code></pre></pre> +<p>다음과 같은 컴파일 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0308]: mismatched types + --> src/main.rs:3:8 + | +3 | if number { + | ^^^^^^ expected `bool`, found integer +</code></pre> +<p>이는 타입 강제에 관한 Rust의 철학을 따른 것입니다. 즉, 불리언이 아닌 타입에서 불리언으로의 자동 변환은 없습니다. Rust에는 JavaScript나 Python처럼 <strong>참</strong> 또는 <strong>거짓</strong> 값이라는 개념이 없습니다.<br /> +확인하려는 조건에 대해 명시적으로 설명해야 합니다.</p> +<h3 id="비교-연산자"><a class="header" href="#비교-연산자">비교 연산자</a></h3> +<p><code>if</code> 표현식의 조건을 작성하기 위해 비교 연산자를 사용하는 것은 매우 일반적입니다.<br /> +정수로 작업할 때 Rust에서 사용할 수 있는 비교 연산자는 다음과 같습니다:</p> +<ul> +<li><code>==</code>: 같음</li> +<li><code>!=</code>: 같지 않음</li> +<li><code><</code>: 미만</li> +<li><code>></code>: 초과</li> +<li><code><=</code>: 작거나 같음</li> +<li><code>>=</code>: 크거나 같음</li> +</ul> +<h2 id="ifelse는-표현식입니다"><a class="header" href="#ifelse는-표현식입니다"><code>if/else</code>는 표현식입니다</a></h2> +<p>Rust에서 <code>if</code> 표현식은 명령문이 아닌 <strong>표현식</strong>입니다. 즉, 값을 반환합니다.<br /> +해당 값은 변수에 할당되거나 다른 표현식에 사용될 수 있습니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let number = 3; +let message = if number < 5 { + "smaller than 5" +} else { + "greater than or equal to 5" +}; +<span class="boring">}</span></code></pre></pre> +<p>위의 예에서 <code>if</code>의 각 분기는 문자열 리터럴로 평가된 다음 <code>message</code> 변수에 할당됩니다.<br /> +유일한 요구 사항은 두 <code>if</code> 분기가 동일한 타입을 반환한다는 것입니다.</p> +<h2 id="예제-5"><a class="header" href="#예제-5">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/03_if_else"><code>02_basic_calculator/03_if_else</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="패닉"><a class="header" href="#패닉">패닉</a></h1> +<p><a href="02_basic_calculator/02_variables.html">"변수" 섹션</a>에 작성한 <code>speed</code> 함수로 돌아가 보겠습니다. 아마도 다음과 같았을 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn speed(start: u32, end: u32, time_elapsed: u32) -> u32 { + let distance = end - start; + distance / time_elapsed +} +<span class="boring">}</span></code></pre></pre> +<p>예리한 눈을 갖고 계시다면 한 가지 문제를 발견하셨을 것입니다<sup class="footnote-reference"><a href="#one">1</a></sup>: <code>time_elapsed</code>가 0이면 어떻게 될까요?</p> +<p><a href="https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=36e5ddbe3b3f741dfa9f74c956622bac">Rust playground에서</a> 해 볼 수 있습니다!<br /> +프로그램은 다음 오류 메시지와 함께 종료됩니다:</p> +<pre><code class="language-text">thread 'main' panicked at src/main.rs:3:5: +attempt to divide by zero +</code></pre> +<p>이를 <strong>패닉</strong>이라고 합니다.<br /> +패닉은 무언가 잘못되어 프로그램이 계속 실행될 수 없음을 알리는 Rust의 방법입니다. 이는 <strong>복구할 수 없는 오류</strong><sup class="footnote-reference"><a href="#catching">2</a></sup>입니다. 0으로 나누는 것은 이러한 오류로 분류됩니다.</p> +<h2 id="panic-매크로"><a class="header" href="#panic-매크로">panic! 매크로</a></h2> +<p><code>panic!</code> 매크로<sup class="footnote-reference"><a href="#macro">3</a></sup>를 호출하여 의도적으로 패닉을 유발할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + panic!("This is a panic!"); + // 아래 줄은 절대 실행되지 않습니다 + let x = 1 + 2; +}</code></pre></pre> +<p>Rust에는 복구 가능한 오류를 처리하는 다른 메커니즘이 있는데, 이에 대해서는 <a href="02_basic_calculator/../05_ticket_v2/06_fallibility.html">나중에 다루겠습니다</a>. 당분간 우리는 무식하지만 간단한 임시방편으로 패닉을 고수할 것입니다.</p> +<h2 id="읽을거리-1"><a class="header" href="#읽을거리-1">읽을거리</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/macro.panic.html">panic! 매크로 문서</a></li> +</ul> +<div class="footnote-definition" id="one"><sup class="footnote-definition-label">1</sup> +<p>우리가 곧 다루게 될 <code>speed</code> 와 관련된 또 다른 문제가 있습니다. 발견하셨나요?</p> +</div> +<div class="footnote-definition" id="catching"><sup class="footnote-definition-label">2</sup> +<p>패닉을 catch 시도할 수 있지만 이는 매우 특정한 상황에서의 최후의 수단으로 시도해야합니다.</p> +</div> +<div class="footnote-definition" id="macro"><sup class="footnote-definition-label">3</sup> +<p>뒤에 <code>!</code>가 오면 매크로 호출입니다. 지금은 매크로를 양념 함수로 생각하세요. 이 코스의 뒷부분에서 이에 대해 더 자세히 다루겠습니다.</p> +</div> +<h2 id="예제-6"><a class="header" href="#예제-6">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/04_panics"><code>02_basic_calculator/04_panics</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="팩토리얼"><a class="header" href="#팩토리얼">팩토리얼</a></h1> +<p>지금까지 배운 내용:</p> +<ul> +<li>함수를 정의하는 방법</li> +<li>함수를 호출하는 방법</li> +<li>Rust에서 사용할 수 있는 정수 타입</li> +<li>정수에 사용할 수 있는 산술 연산자</li> +<li>비교 및 <code>if</code>/<code>else</code> 표현식을 통해 조건 로직 실행하는 방법</li> +</ul> +<p>팩토리얼을 다룰 준비가 된 것 같습니다!</p> +<h2 id="예제-7"><a class="header" href="#예제-7">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/05_factorial"><code>02_basic_calculator/05_factorial</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="루프-part-1-while"><a class="header" href="#루프-part-1-while">루프, part 1: <code>while</code></a></h1> +<p><code>factorial</code> 구현에서는 재귀를 사용해야 합니다.<br /> +이는 특히 함수형 프로그래밍에 대한 배경 지식이 있는 경우 자연스럽게 느껴질 수 있습니다. 또는 C나 Python과 같은 명령형 언어에 익숙하다면 이상하게 느껴질 수도 있습니다.</p> +<p>대신 <strong>루프</strong>를 사용하여 동일한 기능을 구현하는 방법을 살펴보겠습니다.</p> +<h2 id="while-루프"><a class="header" href="#while-루프"><code>while</code> 루프</a></h2> +<p><code>while</code> 루프는 <strong>조건</strong>이 true인 동안 코드 블록을 실행하는 방법입니다.<br /> +일반적인 문법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>while <condition> { + // 실행할 코드 +} +<span class="boring">}</span></code></pre></pre> +<p>예를 들어 1부터 5까지의 숫자를 더하려할 때:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let sum = 0; +let i = 1; +// "i가 5보다 작거나 같은 동안" +while i <= 5 { + // `+=`는 `sum = sum + i`의 약어입니다. + sum += i; + i += 1; +} +<span class="boring">}</span></code></pre></pre> +<p>이는 <code>i</code>가 더 이상 5보다 작거나 같지 않을 때까지 <code>i</code>에 1을 계속 추가하고 <code>sum</code>에 <code>i</code>를 추가합니다.</p> +<h2 id="mut-키워드"><a class="header" href="#mut-키워드"><code>mut</code> 키워드</a></h2> +<p>위의 예는 있는 그대로 컴파일되지 않습니다. 다음과 같은 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0384]: cannot assign twice to immutable variable `sum` + --> src/main.rs:7:9 + | +2 | let sum = 0; + | --- + | | + | first assignment to `sum` + | help: consider making this binding mutable: `mut sum` +... +7 | sum += i; + | ^^^^^^^^ cannot assign twice to immutable variable + +error[E0384]: cannot assign twice to immutable variable `i` + --> src/main.rs:8:9 + | +3 | let i = 1; + | - + | | + | first assignment to `i` + | help: consider making this binding mutable: `mut i` +... +8 | i += 1; + | ^^^^^^ cannot assign twice to immutable variable +</code></pre> +<p>이는 Rust의 변수가 기본적으로 <strong>immutable</strong>이기 때문입니다.<br /> +일단 할당된 값은 수저할 수 없습니다.</p> +<p>수정을 허용하려면 <code>mut</code> 키워드를 사용하여 변수를 <strong>mutable</strong>으로 선언해야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `sum`과 `i`는 이제 수정 가능합니다! +let mut sum = 0; +let mut i = 1; + +while i <= 5 { + sum += i; + i += 1; +} +<span class="boring">}</span></code></pre></pre> +<p>그러면 오류 없이 컴파일되고 실행됩니다.</p> +<h2 id="읽을거리-2"><a class="header" href="#읽을거리-2">읽을거리</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/keyword.while.html"><code>while</code> 루프 문서</a></li> +</ul> +<h2 id="예제-8"><a class="header" href="#예제-8">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/06_while"><code>02_basic_calculator/06_while</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="루프-part-2-for"><a class="header" href="#루프-part-2-for">루프, part 2: <code>for</code></a></h1> +<p>카운터 변수를 수동으로 증가시키는 것은 다소 지루한 일입니다. 굉장히 흔한 패턴이기도해요!<br /> +이를 더 쉽게 만들기 위해 Rust는 다양한 값을 반복하는 보다 간결한 방법인 <code>for</code> 루프를 제공합니다.</p> +<h2 id="for-루프"><a class="header" href="#for-루프"><code>for</code> 루프</a></h2> +<p><code>for</code> 루프는 반복자<sup class="footnote-reference"><a href="#iterator">1</a></sup>의 각 요소에 대해 코드 블록을 실행하는 방법입니다.</p> +<p>일반적인 문법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>for <element> in <iterator> { + // 실행할 코드 +} +<span class="boring">}</span></code></pre></pre> +<h2 id="범위"><a class="header" href="#범위">범위</a></h2> +<p>Rust의 표준 라이브러리는 일련의 숫자[^weird-ranges]를 반복하는 데 사용할 수 있는 <strong>range</strong> 타입을 제공합니다.</p> +<p>예를 들어 1부터 5까지의 합을 구한다면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut sum = 0; +for i in 1..=5 { + sum += i; +} +<span class="boring">}</span></code></pre></pre> +<p>루프가 실행될 때마다 <code>i</code>에는 코드 블록을 실행하기 전에 범위의 다음 값이 할당됩니다.</p> +<p>Rust에는 5가지 종류의 범위가 있습니다:</p> +<ul> +<li><code>1..5</code>: A (half-open) 범위. 여기에는 1부터 4까지의 모든 숫자가 포함됩니다. 마지막 값인 5는 포함되지 않습니다.</li> +<li><code>1..=5</code>: 포함 범위입니다. 여기에는 1부터 5까지의 모든 숫자가 포함됩니다. 마지막 값인 5도 포함됩니다.</li> +<li><code>1..</code>: 개방형 범위입니다. 1부터 무한대(정수형의 최대값까지)까지의 모든 숫자를 포함합니다.</li> +<li><code>..5</code>: 정수형의 최소값에서 시작하여 4로 끝나는 범위입니다. 마지막 값인 5는 포함되지 않습니다.</li> +<li><code>..=5</code>: 정수형의 최소값에서 시작하여 5로 끝나는 범위. 마지막 값인 5를 포함합니다.</li> +</ul> +<p>시작점이 명시적으로 지정된 처음 세 종류의 범위에 <code>for</code> 루프를 사용할 수 있습니다. 마지막 두 가지 범위 타입은 나중에 다루게 될 다른 상황에서 사용됩니다.</p> +<p>범위의 극단값은 정수 리터럴일 필요는 없습니다—변수나 표현식일 수도 있습니다!</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let end = 5; +let mut sum = 0; + +for i in 1..(end + 1) { + sum += i; +} +<span class="boring">}</span></code></pre></pre> +<h2 id="읽을거리-3"><a class="header" href="#읽을거리-3">읽을거리</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/keyword.for.html"><code>for</code> 루프 문서</a></li> +</ul> +<div class="footnote-definition" id="iterator"><sup class="footnote-definition-label">1</sup> +<p>이 과정의 후반부에서 "반복자"로 간주되는 것이 무엇인지에 대한 정확한 정의를 제공할 것입니다. 지금은 이를 반복할 수 있는 일련의 값으로 생각하세요. [^weird-ranges]: 다른 타입(예: 문자 및 IP 주소)에도 범위를 사용할 수 있지만 일상적인 Rust 프로그래밍에서는 확실히 정수가 가장 일반적인 경우입니다.</p> +</div> +<h2 id="예제-9"><a class="header" href="#예제-9">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/07_for"><code>02_basic_calculator/07_for</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="오버플로우"><a class="header" href="#오버플로우">오버플로우</a></h1> +<p>팩토리얼은 매우 빠르게 증가합니다.<br /> +예를 들어, 팩토리얼 20은 2,432,902,008,176,640,000입니다. 이는 이미 32비트 정수의 최대값인 2,147,483,647보다 큽니다.</p> +<p>산술 연산의 결과가 주어진 정수 유형의 최대값보다 큰 경우 <strong>정수 오버플로우</strong>에 대해 이야기합니다.</p> +<p>정수 오버플로우는 산술 연산 정의를 위반하기 때문에 문제가 됩니다.<br /> +주어진 타입의 두 정수 사이의 산술 연산 결과는 동일한 타입의 또 다른 정수여야 합니다. 하지만 _수학적으로 올바른 결과_는 해당 정수 타입에 맞지 않습니다!</p> +<blockquote> +<p>결과가 특정 정수 유형의 최소값보다 작은 경우 해당 상황을 <strong>정수 언더플로우</strong>라고 합니다.<br /> +간결하게 하기 위해 이 섹션의 나머지 부분에서는 정수 오버플로우에 대해서만 설명하겠습니다. 하지만 우리가 말하는 모든 내용은 정수 언더플로우에도 적용된다는 점을 명심하세요.</p> +<p><a href="02_basic_calculator/02_variables.html">"변수" 섹션</a>에 작성한 <code>speed</code>함수는 일부 입력 조합에 대해 언더플로우됩니다. 예: <code>end</code>가 <code>start</code>보다 작으면 <code>end - start</code>는 결과가 음수로 가정되지만 <code>u32</code>는 음수를 나타낼 수 없으므로 <code>u32</code> 타입으로 언더플로우됩니다.</p> +</blockquote> +<h2 id="자동-승격-없음"><a class="header" href="#자동-승격-없음">자동 승격 없음</a></h2> +<p>한 가지 가능한 접근 방식은 결과를 더 큰 정수 타입으로 자동 승격시키는 것입니다. 예: 두 개의 <code>u8</code> 정수를 합산하고 그 결과가 256(<code>u8::MAX + 1</code>)이라면 Rust는 그 결과를 256을 수용할 만큼 큰 다음 정수 타입인 <code>u16</code>으로 해석하도록 선택할 수 있습니다.</p> +<p>그러나 이전에 논의한 것처럼 Rust는 타입 변환에 대해 매우 까다롭습니다. 자동 정수 승격은 정수 오버플로우 문제에 대한 Rust의 솔루션이 아닙니다.</p> +<h2 id="대안"><a class="header" href="#대안">대안</a></h2> +<p>자동 승격을 배제했으므로 정수 오버플로우가 발생하면 어떻게 해야 할까요?<br /> +이는 두 가지 접근 방식으로 요약됩니다:</p> +<ul> +<li>작업 거부</li> +<li>예상되는 정수 타입에 맞는 "합리적인" 결과를 생각해 보세요</li> +</ul> +<h3 id="작업-거부"><a class="header" href="#작업-거부">작업 거부</a></h3> +<p>이것은 가장 보수적인 접근 방식입니다. 정수 오버플로우가 발생하면 프로그램을 중지합니다.<br /> +이는 <a href="02_basic_calculator/04_panics.html">"패닉" 섹션</a>에서 이미 본 메커니즘인 패닉을 통해 수행됩니다.</p> +<h3 id="합리적인-결과를-내세요"><a class="header" href="#합리적인-결과를-내세요">"합리적인" 결과를 내세요</a></h3> +<p>산술 연산의 결과가 특정 정수 타입의 최대값보다 큰 경우 <strong>wrap around</strong>를 선택할 수 있습니다.<br /> +주어진 정수형에 가능한 모든 값을 원으로 생각한다면, wrap around는 최대값에 도달하면 최소값부터 다시 시작한다는 뜻입니다.</p> +<p>예를 들어, 1과 255(=<code>u8::MAX</code>)에 <strong>wrapping addition</strong>를 수행하면 결과는 0(=<code>u8::MIN</code>)입니다. 부호 있는 정수로 작업하는 경우에도 동일한 원칙이 적용됩니다. 예: 127(=<code>i8::MAX</code>)에 wrapping와 함께 1을 더하면 -128(=<code>i8::MIN</code>)이 됩니다.</p> +<h2 id="오버플로우-검사"><a class="header" href="#오버플로우-검사"><code>오버플로우 검사</code></a></h2> +<p>Rust를 사용하면 개발자가 정수 오버플로우가 발생할 때 사용할 접근 방식을 선택할 수 있습니다. 동작은 <code>overflow-checks</code> 프로필 설정에 의해 제어됩니다.</p> +<p><code>overflow-checks</code>가 <code>true</code>로 설정되면 Rust는 정수 연산이 오버플로우될 때 <strong>런타임에 패닉</strong>을 일으킬 것입니다. <code>overflow-checks</code>가 <code>false</code>로 설정되면 Rust는 정수 연산이 오버플로될 때 <strong>wrap around</strong>합니다.</p> +<p>프로필 설정이 무엇인지 궁금하실 겁니다. 그것에 대해 살펴 보겠습니다!</p> +<h2 id="프로필"><a class="header" href="#프로필">프로필</a></h2> +<p><a href="https://doc.rust-lang.org/cargo/reference/profiles.html"><strong>프로필</strong></a>은 Rust 코드가 컴파일되는 방식을 사용자 정의하는 데 사용할 수 있는 구성 옵션 세트입니다.</p> +<p>Cargo는 <code>dev</code>와 <code>release</code>라는 두 가지 내장 프로필을 제공합니다.<br /> +<code>dev</code> 프로필은 <code>cargo build</code>, <code>cargo run</code> 또는 <code>cargo test</code>를 실행할 때마다 사용됩니다. 로컬 개발을 목표로 하므로 더 빠른 컴파일 시간과 더 나은 디버깅 환경을 위해 런타임 성능을 희생합니다.<br /> +대신 <code>release</code> 프로필은 런타임 성능에 최적화되어 있지만 컴파일 시간이 더 길어집니다. <code>--release</code> 플래그를 통해 명시적으로 요청해야 합니다. <code>cargo build --release</code> 또는 <code>cargo run --release</code>.</p> +<blockquote> +<p>"릴리스 모드에서 프로젝트를 빌드하셨나요?"라는 말은 Rust 커뮤니티에서 거의 밈이 되었습니다.<br /> +이는 Rust에 익숙하지 않고 릴리스 모드에서 자신의 프로젝트를 빌드하지 않았다는 사실을 깨닫기도 전에 소셜 미디어(예: Reddit, Twitter 등)에서 Rust의 성능에 대해 불평하는 개발자에게 사용하는 밈입니다.</p> +</blockquote> +<p>사용자 정의 프로필을 정의하거나 기본 제공 프로필을 사용자 정의할 수도 있습니다.</p> +<h3 id="overflow-check"><a class="header" href="#overflow-check"><code>overflow-check</code></a></h3> +<p>기본적으로 <code>overflow-checks</code>는 다음과 같이 설정됩니다:</p> +<ul> +<li><code>dev</code> 프로필의 경우 <code>true</code></li> +<li><code>release</code> 프로필의 경우 <code>false</code></li> +</ul> +<p>이는 두 프로필의 목표와 일치합니다.<br /> +<code>dev</code>는 로컬 개발을 목표로 하기 때문에 잠재적인 문제를 조기에 부각시키기 위해 패닉합니다.<br /> +반면에 <code>release</code>는 런타임 성능에 맞게 조정됩니다. 오버플로우를 확인하면 프로그램 속도가 느려지므로 wrap around를 선호합니다.</p> +<p>동시에 두 프로파일에 대해 다른 동작을 하면 미묘한 버그가 발생할 수 있습니다. 두 프로파일 모두에서 <code>overflow-check</code>를 사용할 수 있도록 하는 것이 좋습니다. 조용히 잘못된 결과를 내는 것보다 크래시나는 것이 좋습니다. 런타임 성능 문제는 대부분의 경우 무시할 수 있습니다. 성능이 중요한 애플리케이션을 사용하는 경우 벤치마크를 실행하여 감당 가능한 수준인지 결정할 수 있습니다.</p> +<h2 id="읽을거리-4"><a class="header" href="#읽을거리-4">읽을거리</a></h2> +<ul> +<li>Rust의 정수 오버플로에 대한 심층적인 논의는 <a href="https://huonw.github.io/blog/2016/04/myths-and-legends-about-integer-overflow-in-rust/">"Myths and legends about integer overflow in Rust"</a>을 확인하세요.</li> +</ul> +<h2 id="예제-10"><a class="header" href="#예제-10">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/08_overflow"><code>02_basic_calculator/08_overflow</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="사례별-동작"><a class="header" href="#사례별-동작">사례별 동작</a></h1> +<p><code>overflow-checks</code>는 무뚝뚝한 도구입니다. 전체 프로그램에 영향을 미치는 전역 설정입니다.<br /> +상황에 따라 정수 오버플로우를 다르게 처리하려는 경우가 종종 있습니다. 때로는 래핑이 올바른 선택이고, 다른 경우에는 패닉이 더 좋습니다.</p> +<h2 id="wrapping_-메소드"><a class="header" href="#wrapping_-메소드"><code>wrapping_</code> 메소드</a></h2> +<p><code>wrapping_</code> 메소드<sup class="footnote-reference"><a href="#method">1</a></sup>를 사용하여 연산별로 래핑 산술을 선택할 수 있습니다.<br /> +예를 들어 <code>wrapping_add</code>를 사용하여 래핑으로 두 개의 정수를 더할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 255u8; +let y = 1u8; +let sum = x.wrapping_add(y); +assert_eq!(sum, 0); +<span class="boring">}</span></code></pre></pre> +<h2 id="saturating_-메소드"><a class="header" href="#saturating_-메소드"><code>saturating_</code> 메소드</a></h2> +<p>또는 <code>saturating_</code> 메서드를 사용하여 <strong>포화 산술</strong>을 선택할 수도 있습니다.<br /> +래핑 대신 포화 산술은 정수 타입의 최대값 또는 최소값을 반환합니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 255u8; +let y = 1u8; +let sum = x.saturating_add(y); +assert_eq!(sum, 255); +<span class="boring">}</span></code></pre></pre> +<p><code>255 + 1</code>은 <code>256</code>이며 이는 <code>u8::MAX</code>보다 크므로 결과는 <code>u8::MAX</code> (255)입니다.<br /> +언더플로우의 경우 반대가 발생합니다. <code>0 - 1</code>은 <code>-1</code>이며 이는 <code>u8::MIN</code>보다 작으므로 결과는 <code>u8::MIN</code> (0)입니다.</p> +<p><code>overflow-checks</code> 프로필 설정을 통해 포화 산술을 할 수 없습니다. 산술 연산을 수행할 때 이를 명시적으로 선택해야 합니다.</p> +<div class="footnote-definition" id="method"><sup class="footnote-definition-label">1</sup> +<p>메소드를 특정 유형에 "연결된" 함수로 생각할 수 있습니다. 다음 장에서는 메서드(그리고 이를 정의하는 방법)를 다룰 것입니다.</p> +</div> +<h2 id="예제-11"><a class="header" href="#예제-11">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/09_saturating"><code>02_basic_calculator/09_saturating</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="변환-pt-1"><a class="header" href="#변환-pt-1">변환, pt. 1</a></h1> +<p>우리는 Rust가 정수에 대해 암묵적인 타입 변환을 수행하지 않는다는 점을 계속해서 반복했습니다.<br /> +그렇다면 <em>명시적</em> 변환을 어떻게 수행할까요?</p> +<h2 id="as"><a class="header" href="#as"><code>as</code></a></h2> +<p><code>as</code> 연산자를 사용하여 정수 타입 간에 변환할 수 있습니다.<br /> +<code>as</code> 변환은 <strong>infallible</strong>입니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let a: u32 = 10; + +// `a`를 `u64` 타입으로 캐스트 +let b = a as u64; + +// 컴파일러가 +// 올바르게 추론할 수 있는 경우 +// `_`를 대상 타입으로 사용할 수 있습니다. 예시: +let c: u64 = a as _; +<span class="boring">}</span></code></pre></pre> +<p>이 변환의 의미는 여러분이 예상하는 것과 같습니다. 모든 <code>u32</code> 값은 유효한 <code>u64</code> 값입니다.</p> +<h3 id="truncation"><a class="header" href="#truncation">Truncation</a></h3> +<p>반대 방향으로 가면 상황이 더 흥미로워집니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 너무 커서 +// `u8`에 들어갈 수 없는 숫자 +let a: u16 = 255 + 1; +let b = a as u8; +<span class="boring">}</span></code></pre></pre> +<p><code>as</code> 변환에는 오류가 없기 때문에 이 프로그램은 문제 없이 실행됩니다. 그런데 <code>b</code>의 값은 무엇입니까? 더 큰 정수 타입에서 더 작은 타입으로 전환할 때 Rust 컴파일러는 <strong>truncation</strong>을 수행합니다.</p> +<p>무슨 일이 일어나는지 이해하기 위해 <code>256u16</code>이 메모리에 비트 시퀀스로 어떻게 표시되는지부터 살펴보겠습니다:</p> +<pre><code class="language-text"> 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 +| | | ++---------------+---------------+ + First 8 bits Last 8 bits +</code></pre> +<p><code>u8</code>로 변환할 때 Rust 컴파일러는 <code>u16</code> 메모리 표현의 마지막 8비트를 유지합니다:</p> +<pre><code class="language-text"> 0 0 0 0 0 0 0 0 +| | ++---------------+ + Last 8 bits +</code></pre> +<p>따라서 <code>256 as u8</code>은 <code>0</code>과 같습니다. 그건... 대부분의 시나리오에서 이상적이지 않습니다.<br /> +실제로, Rust 컴파일러는 여러분이 리터럴 값을 캐스팅하려고 시도하는 것을 발견하면 적극적으로 여러분을 막으려고 노력할 것입니다:</p> +<pre><code class="language-text">error: literal out of range for `i8` + | +4 | let a = 255 as i8; + | ^^^ + | + = note: the literal `255` does not fit into the type `i8` whose range is `-128..=127` + = help: consider using the type `u8` instead + = note: `#[deny(overflowing_literals)]` on by default +</code></pre> +<h3 id="추천하는-방식"><a class="header" href="#추천하는-방식">추천하는 방식</a></h3> +<p>경험상 <code>as</code> 캐스팅할 때는 매우 주의해야 합니다.<br /> +더 작은 타입에서 더 큰 타입으로 전환하려면 <em>독점적으로</em> 사용하세요. 더 큰 정수 타입에서 더 작은 정수 타입으로 변환하려면 이 과정의 뒷부분에서 살펴볼 <a href="02_basic_calculator/../05_ticket_v2/13_try_from.html"><em>fallible</em> 변환 메커니즘</a>을 사용하세요.</p> +<h3 id="한계점"><a class="header" href="#한계점">한계점</a></h3> +<p>놀라운 동작이 as 캐스팅의 유일한 단점은 아닙니다. as 캐스팅은 상당히 제한적이어서, 원시 타입과 몇 가지 특별한 경우에만 사용할 수 있습니다.<br /> +복합 타입으로 작업할 때 나중에 살펴보게 될 다양한 변환 메커니즘(<a href="02_basic_calculator/../05_ticket_v2/13_try_from.html">fallible</a>과 <a href="02_basic_calculator/../04_traits/09_from.html">infallible</a>)를 사용해야합니다.</p> +<h2 id="읽을거리-5"><a class="header" href="#읽을거리-5">읽을거리</a></h2> +<ul> +<li>각 소스/타겟 조합에 대한 <code>as</code> 캐스팅의 정확한 동작과 허용되는 변환의 전체 목록을 알아보려면 <a href="https://doc.rust-lang.org/reference/expressions/operator-expr.html#numeric-cast">Rust's official reference</a>를 확인하세요.</li> +</ul> +<h2 id="예제-12"><a class="header" href="#예제-12">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/02_basic_calculator/10_as_casting"><code>02_basic_calculator/10_as_casting</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="티켓-모델링"><a class="header" href="#티켓-모델링">티켓 모델링</a></h1> +<p>첫 번째 장에서는 Rust의 원시 타입, 연산자 및 기본 흐름 제어 구성 중 일부에 대해 잘 이해할 수 있었을 것입니다.<br /> +이번 장에서 우리는 한 단계 더 나아가 Rust를 진정으로 독특하게 만드는 요소인 <strong>소유권</strong>을 다룰 것입니다.<br /> +소유권은 Rust가 가비지콜렉터 없이도 메모리 안전과 성능을 모두 발휘할 수 있게 해줍니다.</p> +<p>실행 예제로서 소프트웨어 프로젝트에서 버그, 기능 또는 작업을 추적하는 데 사용하는 종류의 (JIRA와 유사한) 티켓을 사용합니다.<br /> +우리는 Rust에서 모델링을 시도해 볼 것입니다. 이것은 첫 번째 반복이 될 것입니다. 이 장의 끝까지 완벽하지도 않고 매우 관용적이지도 않을 것입니다. 그래도 충분히 도전할 수 있을 거예요!<br /> +앞으로 나아가려면 다음과 같은 몇 가지 새로운 Rust 개념을 선택해야 합니다:</p> +<ul> +<li><code>struct</code>, 사용자 정의 타입을 정의하는 Rust의 방법 중 하나</li> +<li>소유권, 참조 및 차용</li> +<li>메모리 관리: 스택, 힙, 포인터, 데이터 레이아웃, 소멸자</li> +<li>모듈 및 가시성</li> +<li>문자열</li> +</ul> +<h2 id="예제-13"><a class="header" href="#예제-13">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/00_intro"><code>03_ticket_v1/00_intro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="구조체"><a class="header" href="#구조체">구조체</a></h1> +<p>우리는 각 티켓에 대해 세 가지 정보를 추적해야 합니다:</p> +<ul> +<li>제목</li> +<li>설명</li> +<li>상태</li> +</ul> +<p>이를 표현하기 위해 <a href="https://doc.rust-lang.org/std/string/struct.String.html"><code>String</code></a>을 사용하는 것부터 시작할 수 있습니다. <code>String</code>은 <a href="https://en.wikipedia.org/wiki/UTF-8">UTF-8로 인코딩된</a> 텍스트를 나타내기 위해 Rust의 표준 라이브러리에 정의된 타입입니다.</p> +<p>하지만 이 세 가지 정보를 어떻게 단일 항목으로 <strong>결합</strong>할 수 있을까요?</p> +<h2 id="구조체-정의"><a class="header" href="#구조체-정의"><code>구조체</code> 정의</a></h2> +<p><code>struct</code>는 <strong>새로운 Rust 타입</strong>을 정의합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Ticket { + title: String, + description: String, + status: String +} +<span class="boring">}</span></code></pre></pre> +<p>구조체는 다른 프로그래밍 언어에서 클래스나 개체라고 부르는 것과 매우 유사합니다.</p> +<h2 id="필드-정의"><a class="header" href="#필드-정의">필드 정의</a></h2> +<p>새로운 유형은 다른 유형을 <strong>필드</strong>로 결합하여 구축됩니다.<br /> +각 필드에는 콜론 <code>:</code>으로 구분된 이름과 유형이 있어야 합니다. 필드가 여러 개인 경우 쉼표 <code>,</code>로 구분합니다.</p> +<p>아래 <code>Configuration</code> 구조체에서 볼 수 있듯이 필드는 동일한 유형일 필요는 없습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Configuration { + version: u32, + active: bool +} +<span class="boring">}</span></code></pre></pre> +<h2 id="인스턴스화"><a class="header" href="#인스턴스화">인스턴스화</a></h2> +<p>각 필드의 값을 지정하여 구조체의 인스턴스를 만들 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 문법: <StructName> { <field_name>: <value>, ... } +let ticket = Ticket { + title: "Build a ticket system".into(), + description: "Create a system that can manage tickets across a Kanban board".into(), + status: "Open".into() +}; +<span class="boring">}</span></code></pre></pre> +<h2 id="필드에-접근하기"><a class="header" href="#필드에-접근하기">필드에 접근하기</a></h2> +<p><code>.</code> 연산자를 사용하여 구조체의 필드에 액세스할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 필드 접근 +let x = ticket.description; +<span class="boring">}</span></code></pre></pre> +<h2 id="메서드"><a class="header" href="#메서드">메서드</a></h2> +<p><strong>메서드</strong>를 정의하여 구조체에 동작을 연결할 수 있습니다.<br /> +예를 들어 <code>Ticket</code> 구조체를 사용하면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + fn is_open(self) -> bool { + self.status == "Open" + } +} + +// 문법: +// impl <StructName> { +// fn <method_name>(<parameters>) -> <return_type> { +// // Method body +// } +// } +<span class="boring">}</span></code></pre></pre> +<p>메소드는 함수와 매우 유사하지만 두 가지 주요 차이점이 있습니다:</p> +<ol> +<li>메소드는 <strong><code>impl</code> 블록</strong> 안에 정의되어야 합니다</li> +<li>메소드는 <code>self</code>를 첫 번째 매개변수로 사용할 수 있습니다. <code>self</code>는 키워드이며 메소드가 호출되는 구조체의 인스턴스를 나타냅니다.</li> +</ol> +<h3 id="self"><a class="header" href="#self"><code>self</code></a></h3> +<p>메소드가 <code>self</code>를 첫 번째 매개변수로 사용하는 경우 <strong>메서드 호출 문법</strong>을 사용하여 호출할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 메소드 호출 문법: <instance>.<method_name>(<parameters>) +let is_open = ticket.is_open(); +<span class="boring">}</span></code></pre></pre> +<p>이는 이전 장에서 <code>u32</code> 값에 대해 포화 산술 연산을 수행하는 데 사용한 것과 동일한 호출 문법입니다.</p> +<h3 id="정적-메서드"><a class="header" href="#정적-메서드">정적 메서드</a></h3> +<p>메소드가 <code>self</code>를 첫 번째 매개변수로 사용하지 않으면 <strong>정적 메서드</strong>입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Configuration { + version: u32, + active: bool +} + +impl Configuration { + // `default`는 `Configuration`의 정적 메서드입니다. + fn default() -> Configuration { + Configuration { version: 0, active: false } + } +} +<span class="boring">}</span></code></pre></pre> +<p>정적 메서드를 호출하는 유일한 방법은 <strong>함수 호출 문법</strong>을 사용하는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 함수 호출 문법: <StructName>::<method_name>(<parameters>) +let default_config = Configuration::default(); +<span class="boring">}</span></code></pre></pre> +<h3 id="등가"><a class="header" href="#등가">등가</a></h3> +<p><code>self</code>를 첫 번째 매개변수로 사용하는 메소드의 경우에도 함수 호출 문법을 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 함수 호출 문법: <StructName>::<method_name>(<instance>, <parameters>) +let is_open = Ticket::is_open(ticket); +<span class="boring">}</span></code></pre></pre> +<p>함수 호출 구문을 보면 <code>ticket</code>이 메서드의 첫 번째 매개변수인 <code>self</code>로 사용되고 있음이 분명하지만 확실히 더 장황합니다. 가능하면 메서드 호출 문법을 사용하세요.</p> +<h2 id="예제-14"><a class="header" href="#예제-14">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/01_struct"><code>03_ticket_v1/01_struct</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="확인"><a class="header" href="#확인">확인</a></h1> +<p>티켓 정의로 돌아가 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Ticket { + title: String, + description: String, + status: String, +} +<span class="boring">}</span></code></pre></pre> +<p>우리는 <code>Ticket</code> 구조체의 필드에 "원시" 타입을 사용하고 있습니다. 즉, 사용자는 빈 제목, 어어어엄청나게 긴 설명 또는 의미없는 상태(예: "재미있음")로 티켓을 만들 수 있습니다.<br /> +우리는 이것보다 더 잘할 수 있습니다!</p> +<h2 id="읽을거리-6"><a class="header" href="#읽을거리-6">읽을거리</a></h2> +<ul> +<li>제공되는 메소드에 대한 철저한 개요는 <a href="https://doc.rust-lang.org/std/string/struct.String.html"><code>String</code>의 문서</a>를 확인하세요. 예제를 풀 때 꼭 필요해요!</li> +</ul> +<h2 id="예제-15"><a class="header" href="#예제-15">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/02_validation"><code>03_ticket_v1/02_validation</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="모듈"><a class="header" href="#모듈">모듈</a></h1> +<p>방금 정의한 <code>new</code> 메소드는 <code>Ticket</code>의 필드 값에 일부 <strong>제약조건</strong>을 적용하려고 합니다. 그러나 이러한 불변성이 실제로 지켜지나요? 개발자가 <code>Ticket::new</code>를 거치지 않고 <code>Ticket</code>을 생성하는 것을 막는게 있나요?</p> +<p>적절한 <strong>캡슐화</strong>를 얻으려면 <strong>가시성</strong>과 <strong>모듈</strong>이라는 두 가지 새로운 개념에 익숙해져야 합니다. 모듈부터 시작해 보겠습니다.</p> +<h2 id="모듈이란-무엇입니까"><a class="header" href="#모듈이란-무엇입니까">모듈이란 무엇입니까?</a></h2> +<p>Rust에서 <strong>모듈</strong>은 관련 코드를 공통 네임스페이스(예: 모듈 이름) 아래에 함께 그룹화하는 방법입니다.<br /> +여러분은 이미 작동 중인 모듈을 보았습니다. 코드의 정확성을 확인하는 단위 테스트는 <code>tests</code>라는 다른 모듈에 정의되어 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[cfg(test)] +mod tests { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h2 id="인라인-모듈"><a class="header" href="#인라인-모듈">인라인 모듈</a></h2> +<p>위의 <code>tests</code> 모듈은 <strong>인라인 모듈</strong>의 예입니다. 모듈 선언(<code>mod tests</code>)과 모듈 내용(<code>{ ... }</code> 내부의 항목)이 바로 옆에 있습니다.</p> +<h2 id="모듈-트리"><a class="header" href="#모듈-트리">모듈 트리</a></h2> +<p>모듈은 중첩되어 <strong>트리</strong> 구조를 형성할 수 있습니다.<br /> +트리의 루트는 다른 모든 모듈을 포함하는 최상위 모듈인 <strong>크레이트</strong> 자체입니다. 라이브러리 크레이트의 경우 루트 모듈은 일반적으로 <code>src/lib.rs</code>입니다(위치가 사용자 정의 되지 않은 경우). 루트 모듈은 <strong>크레이트 루트</strong>라고도 합니다.</p> +<p>크레이트 루트에는 하위 모듈이 있을 수 있으며, 이 하위 모듈은 자체 하위 모듈을 가질 수도 있습니다.</p> +<h2 id="외부-모듈과-파일-시스템"><a class="header" href="#외부-모듈과-파일-시스템">외부 모듈과 파일 시스템</a></h2> +<p>인라인 모듈은 작은 코드 조각에 유용하지만 프로젝트가 커지면 코드를 여러 파일로 분할하고 싶을 것입니다. 상위 모듈에서는 <code>mod</code> 키워드를 사용하여 하위 모듈의 존재를 선언합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>mod dog; +<span class="boring">}</span></code></pre></pre> +<p>Rust의 빌드 도구인 <code>cargo</code>는 모듈 구현이 포함된 파일을 찾는 일을 담당합니다.<br /> +모듈이 크레이트 루트(예: <code>src/lib.rs</code> 또는 <code>src/main.rs</code>)에 선언된 경우 <code>cargo</code>는 파일 이름이 다음 중 하나로 지정될 것으로 예상합니다:</p> +<ul> +<li><code>src/<module_name>.rs</code></li> +<li><code>src/<module_name>/mod.rs</code></li> +</ul> +<p>모듈이 다른 모듈의 하위 모듈인 경우 파일 이름은 다음과 같아야 합니다:</p> +<ul> +<li><code>[..]/<parent_module>/<module_name>.rs</code></li> +<li><code>[..]/<parent_module>/<module_name>/mod.rs</code></li> +</ul> +<p>예: <code>dog</code>가 <code>animals</code>의 하위 모듈인 경우 <code>src/animals/dog.rs</code> 또는 <code>src/animals/dog/mod.rs</code>.</p> +<p>IDE는 <code>mod</code> 키워드를 사용하여 새 모듈을 선언할 때 이러한 파일을 자동으로 생성하는 데 도움이 될 수 있습니다.</p> +<h2 id="아이템-경로와-use-문"><a class="header" href="#아이템-경로와-use-문">아이템 경로와 <code>use</code> 문</a></h2> +<p>특별한 문법 없이 동일한 모듈에 정의된 항목에 액세스할 수 있습니다. 항목들의 이름을 사용하면 됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Ticket { + // [...] +} + +// 여기서는 `Ticket`을 어떤 식으로든 정해줄 필요가 없습니다. +// 왜냐하면 우리는 동일한 모듈에 있기 때문입니다. +fn mark_ticket_as_done(ticket: Ticket) { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>다른 모듈에서 엔터티에 액세스하려는 경우에는 그렇지 않습니다.<br /> +액세스하려는 엔터티를 가리키는 <strong>경로</strong>를 사용해야 합니다.</p> +<p>다양한 방법으로 경로를 구성할 수 있습니다:</p> +<ul> +<li>현재 크레이트의 루트부터 시작합니다. 예: <code>crate::module_1::module_2::MyStruct</code></li> +<li>상위 모듈에서 시작합니다. 예: <code>super::my_function</code></li> +<li>현재 모듈에서 시작합니다. 예: <code>sub_module_1::MyStruct</code></li> +</ul> +<p>타입을 참조할 때마다 전체 경로를 작성해야 하는 것은 번거로울 수 있습니다. 인생을 더 쉽게 만들기 위해 <code>use</code> 문을 사용해 엔터티를 스코프로 가져올 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `MyStruct`를 스코프로 가져옵니다. +use crate::module_1::module_2::MyStruct; + +// 이제 `MyStruct`를 직접 참조할 수 있습니다. +fn a_function(s: MyStruct) { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h3 id="별표-임포트"><a class="header" href="#별표-임포트">별표 임포트</a></h3> +<p>단일 <code>use</code> 문을 사용하여 모듈의 모든 항목을 가져올 수도 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use crate::module_1::module_2::*; +<span class="boring">}</span></code></pre></pre> +<p>이것을 <strong>별표 임포트</strong>라고 합니다. 일반적으로 현재 네임스페이스를 오염시킬 수 있어 각 이름이 어디에서 왔는지 이해하기 어렵게 만들고 잠재적으로 이름 충돌을 일으킬 수 있기 때문에 권장되지 않습니다. 그럼에도 불구하고, 유닛 테스트를 작성할 때처럼 유용한 경우가 있습니다. 대부분의 테스트 모듈이 <code>use super::*;</code> 문으로 시작하여 부모 모듈(테스트 중인 모듈)의 모든 항목을 스코프에 가져오는 것을 눈치챘을 겁입니다.</p> +<h2 id="예제-16"><a class="header" href="#예제-16">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/03_modules"><code>03_ticket_v1/03_modules</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="가시성"><a class="header" href="#가시성">가시성</a></h1> +<p>코드를 여러 모듈로 나누기 시작할 때 <strong>가시성</strong>에 대해 생각해야 합니다. 가시성은 구조체, 함수, 필드 등 특정 엔터티에 액세스할 수 있는 코드(또는 다른 사람의 코드) 영역을 결정합니다.</p> +<h2 id="기본적으로-비공개"><a class="header" href="#기본적으로-비공개">기본적으로 비공개</a></h2> +<p>기본적으로 Rust의 모든 것은 <strong>비공개</strong>입니다.<br /> +프라이빗 엔터티에는 다음 경우에만 액세스할 수 있습니다:</p> +<ol> +<li>정의된 동일한 모듈 내에서 또는</li> +<li>하위 모듈 중 하나에 의해</li> +</ol> +<p>이전 예제에서는 이를 광범위하게 사용했습니다:</p> +<ul> +<li><code>create_todo_ticket</code>이 작동했습니다(<code>use</code> 문을 추가한 후). <code>helpers</code>는 <code>Ticket</code>이 정의된 크레이트 루트의 하위 모듈이기 때문입니다. 따라서 <code>create_todo_ticket</code>은 <code>Ticket</code>이 비공개인 경우에도 문제 없이 <code>Ticket</code>에 액세스할 수 있습니다.</li> +<li>모든 단위 테스트는 테스트 중인 코드의 하위 모듈에 정의되어 있으므로 제한 없이 모든 것에 액세스할 수 있습니다.</li> +</ul> +<h2 id="가시성-수정자"><a class="header" href="#가시성-수정자">가시성 수정자</a></h2> +<p><strong>가시성 수정자</strong>를 사용하여 엔터티의 기본 가시성을 수정할 수 있습니다.<br /> +몇 가지 일반적인 가시성 수정자는 다음과 같습니다:</p> +<ul> +<li><code>pub</code>: 엔터티를 <strong>공개</strong>로 만듭니다. 즉, 엔터티가 정의된 모듈 외부, 잠재적으로 다른 크레이트에서 액세스할 수 있습니다.</li> +<li><code>pub(crate)</code>: 동일한 <strong>크레이트</strong> 내에서 엔터티를 공개하지만 외부에서는 공개하지 않습니다.</li> +<li><code>pub(super)</code>: 상위 모듈 내에서 엔터티를 공개합니다.</li> +<li><code>pub(in path::to::module)</code>: 지정된 모듈 내에서 엔터티를 공개합니다.</li> +</ul> +<p>모듈, 구조체, 함수, 필드 등에 이러한 수정자를 사용할 수 있습니다. 예를 들면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Configuration { + pub(crate) version: u32, + active: bool, +} +<span class="boring">}</span></code></pre></pre> +<p><code>Configuration</code>은 공개되지만 동일한 크레이트 내에서는 <code>version</code> 필드에만 액세스할 수 있습니다. 대신 <code>active</code> 필드는 비공개이며 동일한 모듈이나 해당 하위 모듈 중 하나에서만 액세스할 수 있습니다.</p> +<h2 id="예제-17"><a class="header" href="#예제-17">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/04_visibility"><code>03_ticket_v1/04_visibility</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="캡슐화"><a class="header" href="#캡슐화">캡슐화</a></h1> +<p>이제 모듈과 가시성에 대한 기본적인 이해를 마쳤으므로 다시 <strong>캡슐화</strong>로 돌아가겠습니다.<br /> +캡슐화는 객체의 내부 표현을 숨기는 방법입니다. 객체의 상태에 일부 <strong>불변성</strong>을 적용하는 데 가장 일반적으로 사용됩니다.</p> +<p><code>Ticket</code> 구조체로 돌아가면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Ticket { + title: String, + description: String, + status: String, +} +<span class="boring">}</span></code></pre></pre> +<p>모든 필드가 공개되면 캡슐화되지 않습니다.<br /> +필드는 언제든지 수정될 수 있고 해당 유형에서 허용되는 값으로 설정될 수 있다고 가정해야 합니다. 티켓의 제목이 비어 있거나 의미가 없는 상태일 수 있다는 점을 배제할 수 없습니다.</p> +<p>더 엄격한 규칙을 적용하려면 필드를 비공개로 유지해야 합니다<sup class="footnote-reference"><a href="#newtype">1</a></sup>. 그런 다음 <code>Ticket</code> 인스턴스와 상호 작용하는 공개 메서드를 제공할 수 있습니다. 이러한 공개 메소드는 우리의 불변성을 유지하는 책임을 갖습니다(예: 제목은 비어 있으면 안 됩니다).</p> +<p>모든 필드가 비공개인 경우 더 이상 구조체 인스턴스화 구문을 사용하여 'Ticket' 인스턴스를 직접 생성할 수 없습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이것은 작동하지 않습니다! +let ticket = Ticket { + title: "Build a ticket system".into(), + description: "Create a system that can manage tickets across a Kanban board".into(), + status: "Open".into() +}; +<span class="boring">}</span></code></pre></pre> +<p>가시성에 대한 이전 연습에서 이 내용을 확인했습니다.<br /> +이제 하나 이상의 공개 <strong>생성자</strong>를 제공해야 합니다. 구조체의 새 인스턴스를 생성하기 위해 모듈 외부에서 사용할 수 있는 정적 메서드 또는 함수.<br /> +운 좋게도 이전 연습에서 구현한 <code>Ticket::new</code>가 이미 있습니다.</p> +<h2 id="접근자-메서드"><a class="header" href="#접근자-메서드">접근자 메서드</a></h2> +<p>요약:</p> +<ul> +<li>모든 <code>Ticket</code> 필드는 비공개입니다</li> +<li>우리는 생성 시 유효성 검사 규칙을 적용하는 공개 생성자 <code>Ticket::new</code>를 제공합니다</li> +</ul> +<p>좋은 시작이지만 충분하지 않습니다. <code>Ticket</code>을 만드는 것 외에도 티켓과 상호 작용해야 합니다. 하지만 비공개 필드인 경우 어떻게 해당 필드에 액세스할 수 있겠습니까?</p> +<p><strong>접속자 메서드</strong>를 제공해야 합니다.<br /> +접근자 메서드는 구조체의 비공개 필드 값을 읽을 수 있는 공개 메서드입니다.</p> +<p>Rust에는 다른 언어처럼 접근자 메서드를 생성하는 내장된 방법이 없습니다. 직접 작성해야 합니다. 이는 단지 일반적인 메서드일 뿐입니다.</p> +<div class="footnote-definition" id="newtype"><sup class="footnote-definition-label">1</sup> +<p>또는 타입을 세분화하는 방법, 이 테크닉은 <a href="03_ticket_v1/../05_ticket_v2/15_outro.html">나중에</a> 살펴보겠습니다.</p> +</div> +<h2 id="예제-18"><a class="header" href="#예제-18">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/05_encapsulation"><code>03_ticket_v1/05_encapsulation</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="소유권"><a class="header" href="#소유권">소유권</a></h1> +<p>지금까지 이 과정에서 배운 내용을 사용하여 이전 연습을 해결했다면 접근자 메서드는 다음과 같을 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn title(self) -> String { + self.title + } + + pub fn description(self) -> String { + self.description + } + + pub fn status(self) -> String { + self.status + } +} +<span class="boring">}</span></code></pre></pre> +<p>이러한 메서드는 컴파일되고 테스트를 통과하기에 충분하지만 실제 시나리오에서는 그리 큰 도움이 되진 않습니다. 다음 코드를 고려해보세요:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>if ticket.status() == "To-Do" { + // 아직 `println!` 매크로를 다루지 않았습니다. + // 지금은 이 매크로가 콘솔에 (템플릿화된) 메시지를 + // 인쇄한다는 것만 알면 충분합니다. + println!("Your next task is: {}", ticket.title()); +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일하려고 하면 오류가 발생합니다:</p> +<pre><code class="language-text">error[E0382]: use of moved value: `ticket` + --> src/main.rs:30:43 + | +25 | let ticket = Ticket::new(/* */); + | ------ move occurs because `ticket` has type `Ticket`, + | which does not implement the `Copy` trait +26 | if ticket.status() == "To-Do" { + | -------- `ticket` moved due to this method call +... +30 | println!("Your next task is: {}", ticket.title()); + | ^^^^^^ value used here after move + | +note: `Ticket::status` takes ownership of the receiver `self`, which moves `ticket` + --> src/main.rs:12:23 + | +12 | pub fn status(self) -> String { + | ^^^^ +</code></pre> +<p>축하합니다. 첫 번째 차용 검사기 오류입니다!</p> +<h2 id="rust-소유권-시스템의-장점"><a class="header" href="#rust-소유권-시스템의-장점">Rust 소유권 시스템의 장점</a></h2> +<p>Rust의 소유권 시스템은 다음을 보장하도록 설계되었습니다:</p> +<ul> +<li>데이터를 읽는 동안에는 데이터가 변경되지 않습니다</li> +<li>데이터가 변경되는 동안에는 데이터를 읽을 수 없습니다</li> +<li>데이터가 파기된 후에는 절대 액세스할 수 없습니다</li> +</ul> +<p>이러한 제약은 Rust 커뮤니티에서 종종 농담과 밈의 주제가 되는 Rust 컴파일러의 하위 시스템인 <strong>차용 검사기</strong>에 의해 시행됩니다.</p> +<p>소유권은 Rust의 핵심 개념이며 언어를 독특하게 만드는 요소입니다. 소유권을 통해 Rust는 <strong>성능 저하 없는 메모리 안전</strong>을 제공할 수 있습니다. Rust에서는 이 모든 것들이 동시에 적용됩니다:</p> +<ol> +<li>런타임 가비지 콜렉터가 없습니다</li> +<li>개발자로서 메모리를 직접 관리해야 하는 경우는 거의 없습니다</li> +<li>댕글링 포인터, 더블 프리, 기타 메모리 관련 버그를 일으킬 수 없습니다</li> +</ol> +<p>Python, JavaScript, Java와 같은 언어는 2와 3을 제공하지만 1은 제공하지 않습니다.<br /> +C나 C++ 같은 언어는 1.을 제공하지만 2.도 3도 제공하지 않습니다.</p> +<ol start="3"> +<li>배경에 따라 다소 난해하게 들릴 수도 있습니다. "댕글링 포인터"란 무엇입니까? "더블 프리"란 무엇입니까? 왜 위험합니까?<br /> +걱정하지 마십시오. 나머지 과정에서 이러한 개념을 더 자세히 다룰 것입니다.</li> +</ol> +<p>하지만 지금은 Rust의 소유권 시스템 내에서 작업하는 방법을 배우는 데 집중하겠습니다.</p> +<h2 id="소유자"><a class="header" href="#소유자">소유자</a></h2> +<p>Rust에서 각 값에는 컴파일 타임에 정적으로 결정되는 <strong>소유자</strong>가 있습니다. 주어진 시간에 각 값에 대한 소유자는 단 한 명뿐입니다.</p> +<h2 id="move-semantics"><a class="header" href="#move-semantics">Move semantics</a></h2> +<p>소유권을 이전할 수 있습니다.</p> +<p>예를 들어, 값을 소유한 경우 소유권을 다른 변수로 이전할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let a = "hello, world".to_string(); // <--- `a` 는 문자열의 소유자입니다 +let b = a; // <--- `b` 는 이제 문자열의 소유자입니다 +<span class="boring">}</span></code></pre></pre> +<p>Rust의 소유권 시스템은 타입 시스템에 적용됩니다. 각 함수는 인수와 상호 작용하는 방법을 시그니처에 선언해야 합니다.</p> +<p>지금까지 우리의 모든 메소드와 함수는 인수를 <strong>소비</strong>했습니다. 즉, 인수의 소유권을 얻었습니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn description(self) -> String { + self.description + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Ticket::description</code>은 호출된 <code>Ticket</code> 인스턴스의 소유권을 갖습니다.<br /> +이를 <strong>move semantics</strong>라고 합니다. 값 (<code>self</code>)의 소유권이 호출자에서 호출 수신자로 <strong>이동</strong>하고 호출자는 더 이상 이를 사용할 수 없습니다.</p> +<p>이는 앞서 본 오류 메시지에서 컴파일러가 사용한 언어와 정확히 같습니다:</p> +<pre><code class="language-text">error[E0382]: use of moved value: `ticket` + --> src/main.rs:30:43 + | +25 | let ticket = Ticket::new(/* */); + | ------ move occurs because `ticket` has type `Ticket`, + | which does not implement the `Copy` trait +26 | if ticket.status() == "To-Do" { + | -------- `ticket` moved due to this method call +... +30 | println!("Your next task is: {}", ticket.title()); + | ^^^^^^ value used here after move + | +note: `Ticket::status` takes ownership of the receiver `self`, which moves `ticket` + --> src/main.rs:12:23 + | +12 | pub fn status(self) -> String { + | ^^^^ +</code></pre> +<p>특히, 다음은 <code>ticket.status()</code>를 호출할 때 펼쳐지는 일련의 이벤트입니다:</p> +<ul> +<li><code>Ticket::status</code>는 <code>Ticket</code> 인스턴스의 소유권을 갖습니다</li> +<li><code>Ticket::status</code>는 <code>self</code>에서 <code>status</code>를 추출하고 <code>status</code>의 소유권을 호출자에게 다시 이전합니다</li> +<li>나머지 <code>Ticket</code> 인스턴스는 삭제됩니다(<code>title</code> 및 <code>description</code>)</li> +</ul> +<p><code>ticket.title()</code>을 통해 <code>ticket</code>을 다시 사용하려고 하면 컴파일러는 <code>ticket</code> 값이 이제 사라졌고 더 이상 소유하지 않으므로 더 이상 사용할 수 없다고 불평합니다.</p> +<p><em>유용한</em> 접근자 메소드를 구축하려면 <strong>참조</strong> 작업을 시작해야 합니다.</p> +<h2 id="차용"><a class="header" href="#차용">차용</a></h2> +<p>변수의 소유권을 가져오지 않고 변수의 값을 읽을 수 있는 메서드를 갖는 것이 바람직합니다.<br /> +그렇지 않으면 프로그래밍이 상당히 제한될 것입니다. Rust에서는 <strong>차용</strong>을 통해 이를 수행합니다.</p> +<p>값을 빌릴 때마다 해당 가치에 대한 <strong>참조</strong>를 얻게 됩니다.<br /> +참조에는 해당 권한이 태그로 지정됩니다<sup class="footnote-reference"><a href="#refine">1</a></sup>:</p> +<ul> +<li>불변 참조(<code>&</code>)를 사용하면 값을 읽을 수 있지만 변경할 수는 없습니다</li> +<li>변경 가능한 참조(<code>&mut</code>)를 사용하면 값을 읽고 변경할 수 있습니다</li> +</ul> +<p>Rust의 소유권 시스템의 목표로 돌아가면:</p> +<ul> +<li>데이터를 읽는 동안에는 데이터가 변경되지 않습니다</li> +<li>데이터가 변경되는 동안에는 데이터를 읽을 수 없습니다</li> +</ul> +<p>이 두 가지 속성을 보장하기 위해 Rust는 참조에 몇 가지 제한 사항을 도입해야 합니다:</p> +<ul> +<li>동일한 값에 대한 변경 가능한 참조와 변경 불가능한 참조를 동시에 가질 수 없습니다</li> +<li>동일한 값에 대해 동시에 두 개 이상의 변경 가능한 참조를 가질 수 없습니다</li> +<li>소유자는 값을 빌리는 동안 값을 변경할 수 없습니다</li> +<li>변경 가능한 참조가 없는 한 원하는 만큼 불변 참조를 가질 수 있습니다</li> +</ul> +<p>어떤 면에서는 불변 참조를 값에 대한 "read-only" 잠금으로 생각할 수 있는 반면, 변경 가능 참조는 "read-write" 잠금과 비슷하다고 생각할 수 있습니다.</p> +<p>이러한 모든 제한 사항은 차용 검사기에 의해 컴파일 타임에 적용됩니다.</p> +<h3 id="문법-1"><a class="header" href="#문법-1">문법</a></h3> +<p>실제로 값을 어떻게 빌리나요?<br /> +변수 앞에 <code>&</code> 또는 <code>&mut</code>를 추가하면 해당 값을 빌릴 수 있습니다. 그래도 조심하세요! <strong>타입 앞</strong>에 있는 동일한 기호(<code>&</code> 및 <code>&mut</code>)는 다른 의미를 갖습니다. 즉, 원래 타입에 대한 참조인 또 다른 타입을 나타냅니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust">struct Configuration { + version: u32, + active: bool, +} + +fn main() { + let config = Configuration { + version: 1, + active: true, + }; + // `b`는 `config`의 `version` 필드에 대한 참조입니다. + // `b`의 타입은 `u32` 값에 대한 참조를 포함하므로 `&u32`입니다. + // `&` 연산자를 사용하여 `config.version`을 빌려 참조를 생성합니다. + // 같은 기호(`&`), 상황에 따라 다른 의미! + let b: &u32 = &config.version; + // ^ 타입 어노테이션은 중요하지 않습니다. + // 단지 무슨 일이 일어나고 있는지 명확히 하기 위해 존재합니다. +}</code></pre></pre> +<p>함수 인수와 반환 유형에도 동일한 개념이 적용됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `f`는 `u32`에 대한 변경 가능한 참조를 인수로 사용하고 +// `number`라는 이름에 바인딩됩니다 +fn f(number: &mut u32) -> &u32 { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h2 id="진정하고-심호흡하세요"><a class="header" href="#진정하고-심호흡하세요">진정하고 심호흡하세요</a></h2> +<p>Rust의 소유권 시스템은 처음에는 다소 부담스러울 수 있습니다.<br /> +하지만 걱정하지 마십시오. 연습을 하면 자연스럽게 익숙해질 것입니다.<br /> +그리고 이 장의 나머지 부분과 과정의 나머지 부분에 걸쳐 많은 연습을 하게 될 것입니다! 우리는 각 개념을 여러 번 재검토하여 여러분이 개념에 익숙해지고 작동 방식을 진정으로 이해할 수 있도록 할 것입니다.</p> +<p>이 장의 마지막 부분에서 우리는 Rust의 소유권 시스템이 그런 방식으로 설계된 _이유_를 설명할 것입니다. 당분간은 _어떻게_를 이해하는 데 집중하세요. 각각의 컴파일러 오류를 학습 기회로 삼으세요!</p> +<div class="footnote-definition" id="refine"><sup class="footnote-definition-label">1</sup> +<p>이것은 시작하기에 훌륭한 정신적 모델이지만 <em>전체</em> 그림을 포착하지는 못합니다. <a href="03_ticket_v1/../07_threads/06_interior_mutability.html">이 코스의 뒷부분</a>에서 참조에 대한 이해를 더욱 구체화할 것입니다.</p> +</div> +<h2 id="예제-19"><a class="header" href="#예제-19">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/06_ownership"><code>03_ticket_v1/06_ownership</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="변경-가능한-참조"><a class="header" href="#변경-가능한-참조">변경 가능한 참조</a></h1> +<p>이제 접근자 메서드는 다음과 같아야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn title(&self) -> &String { + &self.title + } + + pub fn description(&self) -> &String { + &self.description + } + + pub fn status(&self) -> &String { + &self.status + } +} +<span class="boring">}</span></code></pre></pre> +<p>여기저기에 <code>&</code>를 뿌리면 효과가 있습니다!<br /> +이제 프로세스에서 이를 사용하지 않고 <code>Ticket</code> 인스턴스의 필드에 액세스할 수 있는 방법이 있습니다. 다음에는 <strong>setter 메서드</strong>를 사용하여 <code>Ticket</code> 구조체를 어떻게 개선할 수 있는지 살펴보겠습니다.</p> +<h2 id="설정자setters"><a class="header" href="#설정자setters">설정자(Setters)</a></h2> +<p>Setter 메서드를 사용하면 사용자는 <code>Ticket</code>의 비공개 필드 값을 변경하는 동시에 해당 불변성을 준수할 수 있습니다(예: <code>Ticket</code> 제목을 빈 문자열로 설정할 수 없음).</p> +<p>Rust에서 setter를 구현하는 두 가지 일반적인 방법이 있습니다:</p> +<ul> +<li><code>self</code>를 인풋으로 받기.</li> +<li><code>&mut self</code>를 인풋으로 받기.</li> +</ul> +<h3 id="self를-인풋으로-받기"><a class="header" href="#self를-인풋으로-받기">'self'를 인풋으로 받기</a></h3> +<p>첫 번째 접근 방식은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn set_title(mut self, new_title: String) -> Self { + // 새 제목 검증 [...] + self.title = new_title; + self + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>self</code>의 소유권을 가져와 제목을 변경하고 수정된 <code>Ticket</code> 인스턴스를 반환합니다.<br /> +사용 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let ticket = Ticket::new("Title".into(), "Description".into(), "To-Do".into()); +let ticket = ticket.set_title("New title".into()); +<span class="boring">}</span></code></pre></pre> +<p><code>set_title</code>은 <code>self</code>의 소유권을 갖기 때문에(즉 <strong>소비</strong>) 결과를 변수에 다시 할당해야 합니다. 위의 예에서는 <strong>변수 섀도잉</strong>을 활용하여 동일한 변수 이름을 재사용합니다. 기존 변수와 동일한 이름으로 새 변수를 선언하면 새 변수가 이전 변수를 <strong>섀도우</strong>합니다. 이는 Rust 코드의 일반적인 패턴입니다.</p> +<p><code>self</code>-setter는 여러 필드를 한 번에 변경해야 할 때 아주 잘 작동합니다. 여러 호출을 함께 연결할 수 있습니다!</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let ticket = ticket + .set_title("New title".into()) + .set_description("New description".into()) + .set_status("In Progress".into()); +<span class="boring">}</span></code></pre></pre> +<h3 id="mut-self를-인풋으로-받기"><a class="header" href="#mut-self를-인풋으로-받기"><code>&mut self</code>를 인풋으로 받기</a></h3> +<p><code>&mut self</code>를 사용하는 세터에 대한 두 번째 접근 방식은 대신 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn set_title(&mut self, new_title: String) { + // 새 제목 검증 [...] + + self.title = new_title; + } +} +<span class="boring">}</span></code></pre></pre> +<p>이번에는 메서드가 'self'에 대한 변경 가능한 참조를 입력으로 사용하고 제목을 변경하면 그게 전부입니다. 아무것도 반환되지 않습니다.</p> +<p>다음과 같이 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut ticket = Ticket::new("Title".into(), "Description".into(), "To-Do".into()); +ticket.set_title("New title".into()); + +// 수정된 티켓 사용 +<span class="boring">}</span></code></pre></pre> +<p>소유권은 호출자에게 있으므로 원래 <code>ticket</code> 변수는 여전히 유효합니다. 결과를 다시 할당할 필요는 없습니다. 하지만 <code>ticket</code>에 대한 변경 가능한 참조를 사용하고 있으므로 변경 가능으로 표시해야 합니다.</p> +<p><code>&mut</code>-setter에는 단점이 있습니다. 여러 호출을 함께 연결할 수 없습니다. 수정된 <code>Ticket</code> 인스턴스를 반환하지 않으므로 첫 번째 결과에 대해 다른 setter를 호출할 수 없습니다. 각 setter를 별도로 호출해야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>ticket.set_title("New title".into()); +ticket.set_description("New description".into()); +ticket.set_status("In Progress".into()); +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-20"><a class="header" href="#예제-20">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/07_setters"><code>03_ticket_v1/07_setters</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="메모리-레이아웃"><a class="header" href="#메모리-레이아웃">메모리 레이아웃</a></h1> +<p>우리는 운영 관점에서 소유권과 참조를 살펴보았습니다. 즉, 이를 사용하여 무엇을 할 수 있고 무엇을 할 수 없는지 살펴보았습니다. 이제 내부를 살펴볼 좋은 시간입니다. <strong>메모리</strong>에 대해 이야기해 보겠습니다.</p> +<h2 id="스택과-힙"><a class="header" href="#스택과-힙">스택과 힙</a></h2> +<p>메모리에 관해 논의할 때 사람들이 <strong>스택</strong>과 <strong>힙</strong>에 관해 이야기하는 것을 자주 듣게 됩니다.<br /> +이는 프로그램에서 데이터를 저장하는 데 사용되는 두 가지 다른 메모리 영역입니다.</p> +<p>스택부터 시작해 보겠습니다.</p> +<h2 id="스택"><a class="header" href="#스택">스택</a></h2> +<p><strong>스택</strong>은 <strong>LIFO</strong>(Last In, First Out) 데이터 구조입니다.<br /> +함수를 호출하면 새로운 <strong>스택 프레임</strong>이 스택 위에 추가됩니다. 해당 스택 프레임은 함수의 인수, 로컬 변수와 몇 가지 "부가적인" 값을 저장합니다.<br /> +함수가 반환되면 스택 프레임이 스택에서 팝됩니다<sup class="footnote-reference"><a href="#stack-overflow">1</a></sup>.</p> +<pre><code class="language-text"> +-----------------+ + func2 | frame for func2 | func2 ++-----------------+ is called +-----------------+ returns +-----------------+ +| frame for func1 | -----------> | frame for func1 | ---------> | frame for func1 | ++-----------------+ +-----------------+ +-----------------+ +</code></pre> +<p>운영 관점에서 스택 할당/할당 해제는 <strong>매우 빠릅니다</strong>.<br /> +우리는 항상 스택 상단에서 데이터를 푸시하고 팝하므로 여유 메모리를 검색할 필요가 없습니다. 또한 조각화에 대해 걱정할 필요가 없습니다. 스택은 단일 연속 메모리 블록입니다.</p> +<h3 id="rust"><a class="header" href="#rust">Rust</a></h3> +<p>Rust는 종종 스택에 데이터를 할당합니다.<br /> +함수에 'u32' 입력 인수가 있나요? 해당 32비트는 스택에 저장됩니다.<br /> +<code>i64</code> 타입의 로컬 변수를 정의하시겠습니까? 해당 64비트는 스택에 저장됩니다.<br /> +이러한 정수의 크기는 컴파일 타임에 알려지기 때문에 모든 것이 매우 잘 작동합니다. 따라서 컴파일된 프로그램은 이를 위해 스택에 예약해야 하는 공간의 양을 알고 있습니다.</p> +<h3 id="stdmemsize_of"><a class="header" href="#stdmemsize_of"><code>std::mem::size_of</code></a></h3> +<p><a href="https://doc.rust-lang.org/std/mem/fn.size_of.html"><code>std::mem::size_of</code></a> 함수를 사용하여 유형이 스택에서 차지하는 공간을 확인할 수 있습니다.</p> +<p>예를 들어 'u8'의 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이 재미있어 보이는 구문(`::<u8>`)에 대해서는 나중에 설명하겠습니다. +// 지금은 무시하세요. +assert_eq!(std::mem::size_of::<u8>(), 1); +<span class="boring">}</span></code></pre></pre> +<p>'u8'의 길이가 8비트, 즉 1바이트이기 때문에 1이 말이 됩니다.</p> +<div class="footnote-definition" id="stack-overflow"><sup class="footnote-definition-label">1</sup> +<p>중첩된 함수 호출이 있는 경우 각 함수는 호출될 때 해당 데이터를 스택에 푸시하지만 가장 안쪽 함수가 반환될 때까지 데이터를 팝하지 않습니다. 중첩된 함수 호출이 너무 많으면 스택 공간이 부족해질 수 있습니다. 스택은 무한하지 않습니다! 이를 <strong>스택 오버플로</strong>라고 합니다.</p> +</div> +<h2 id="예제-21"><a class="header" href="#예제-21">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/08_stack"><code>03_ticket_v1/08_stack</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="힙"><a class="header" href="#힙">힙</a></h1> +<p>스택은 훌륭하지만 모든 문제를 해결할 수는 없습니다. 컴파일 타임에 크기를 알 수 없는 데이터는 어떻게 되나요? 컬렉션, 문자열 및 기타 동적으로 크기가 조정된 데이터는 (전체) 스택에 할당될 수 없습니다. <strong>힙</strong>이 필요한 곳이 바로 여기입니다.</p> +<h2 id="힙-할당"><a class="header" href="#힙-할당">힙 할당</a></h2> +<p>힙을 큰 메모리 덩어리, 즉 거대한 배열로 시각화할 수 있습니다.<br /> +힙에 데이터를 저장해야 할 때마다 특수 프로그램인 <strong>할당자</strong>에 요청하여 힙의 하위 집합을 예약합니다. 우리는 이 상호 작용(및 예약한 메모리)을 <strong>힙 할당</strong>이라고 부릅니다. 할당이 성공하면 할당자는 예약된 블록의 시작에 대한 <strong>포인터</strong>를 제공합니다.</p> +<h2 id="자동-할당-해제-없음"><a class="header" href="#자동-할당-해제-없음">자동 할당 해제 없음</a></h2> +<p>힙은 스택과 구조가 상당히 다릅니다.<br /> +힙 할당은 연속적이지 않으며 힙 내부 어디에나 위치할 수 있습니다.</p> +<pre><code>+---+---+---+---+---+---+-...-+-...-+---+---+---+---+---+---+---+ +| Allocation 1 | Free | ... | ... | Allocation N | Free | ++---+---+---+---+---+---+ ... + ... +---+---+---+---+---+---+---+ +</code></pre> +<p>힙의 어느 부분이 사용 중이고 어느 부분이 사용 가능한지 추적하는 것이 할당자의 임무입니다. 그러나 할당자는 할당한 메모리를 자동으로 해제하지 않습니다. 더 이상 필요하지 않은 메모리를 <strong>해제</strong>하려면 할당자를 다시 호출하여 이에 대해 신중하게 생각해야 합니다.</p> +<h2 id="성능"><a class="header" href="#성능">성능</a></h2> +<p>힙의 유연성에는 비용이 따릅니다. 힙 할당은 스택 할당보다 <strong>느립니다</strong>. 장부에 관련된 일이 훨씬 더 많습니다!<br /> +성능 최적화에 대한 기사를 읽으면 가능하면 힙 할당을 최소화하고 스택 할당 데이터를 선호하는 것이 좋습니다.</p> +<h2 id="string의-메모리-레이아웃"><a class="header" href="#string의-메모리-레이아웃"><code>String</code>의 메모리 레이아웃</a></h2> +<p><code>String</code> 타입의 로컬 변수를 만들 때 Rust는 강제로 힙에 할당합니다<sup class="footnote-reference"><a href="#empty">1</a></sup>: 거기에 얼마나 많은 텍스트를 넣을지 미리 알지 못하므로 예약할 수 없습니다. 스택에 적절한 양의 공간이 있습니다.<br /> +하지만 <code>String</code>은 <em>완전히</em> 힙에 할당되지 않으며 일부 데이터를 스택에 유지하기도 합니다. 특히:</p> +<ul> +<li>예약한 힙 영역에 대한 <strong>포인터</strong>.</li> +<li>문자열의 <strong>길이</strong>, 즉 문자열에 몇 바이트가 있는지 나타냅니다.</li> +<li>문자열의 <strong>용량</strong>, 즉 힙에 예약된 바이트 수입니다.</li> +</ul> +<p>이를 더 잘 이해하기 위해 예를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut s = String::with_capacity(5); +<span class="boring">}</span></code></pre></pre> +<p>이 코드를 실행하면 메모리가 다음과 같이 배치됩니다:</p> +<pre><code> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 0 | 5 | + +--|------+--------+----------+ + | + | + v + +---+---+---+---+---+ +Heap: | ? | ? | ? | ? | ? | + +---+---+---+---+---+ +</code></pre> +<p>우리는 최대 5바이트의 텍스트를 담을 수 있는 <code>String</code>을 요청했습니다.<br /> +<code>String::with_capacity</code>는 할당자로 가서 5바이트의 힙 메모리를 요청합니다. 할당자는 해당 메모리 블록의 시작에 대한 포인터를 반환합니다.<br /> +하지만 <code>String</code>은 비어 있습니다. 스택에서는 길이와 용량을 구별하여 이 정보를 추적합니다. 이 <code>String</code>은 최대 5바이트를 저장할 수 있지만 현재 실제 텍스트는 0바이트를 포함합니다.</p> +<p>일부 텍스트를 <code>String</code>에 넣으면 상황이 변경됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>s.push_str("Hey"); +<span class="boring">}</span></code></pre></pre> +<pre><code> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 3 | 5 | + +--| ----+--------+----------+ + | + | + v + +---+---+---+---+---+ +Heap: | H | e | y | ? | ? | + +---+---+---+---+---+ +</code></pre> +<p><code>s</code>는 이제 3바이트의 텍스트를 보유합니다. 길이는 3으로 업데이트되지만 용량은 5로 유지됩니다. 힙의 5바이트 중 3바이트는 <code>H</code>, <code>e</code> 및 <code>y</code> 문자를 저장하는 데 사용됩니다.</p> +<h3 id="usize"><a class="header" href="#usize"><code>usize</code></a></h3> +<p>스택에 포인터, 길이 및 용량을 저장하려면 얼마나 많은 공간이 필요합니까?<br /> +실행 중인 머신의 <strong>아키텍처</strong>에 따라 다릅니다.</p> +<p>컴퓨터의 모든 메모리 위치에는 일반적으로 부호 없는 정수로 표시되는 <a href="https://en.wikipedia.org/wiki/Memory_address"><strong>주소</strong></a>가 있습니다. 주소 공간의 최대 크기(즉, 컴퓨터가 주소를 지정할 수 있는 메모리 양)에 따라 이 정수의 크기가 다를 수 있습니다. 대부분의 최신 컴퓨터는 32비트 또는 64비트 주소 공간을 사용합니다.</p> +<p>Rust는 <code>usize</code> 유형을 제공하여 이러한 아키텍처별 세부 정보를 추상화합니다. 이는 머신의 메모리 주소를 지정하는 데 필요한 바이트 수만큼 큰 부호 없는 정수입니다. 32비트 시스템에서 <code>usize</code>는 <code>u32</code>와 동일합니다. 64비트 시스템에서는 'u64'와 일치합니다.</p> +<p>용량, 길이, 포인터는 모두 Rust<sup class="footnote-reference"><a href="#equivalence">2</a></sup>에서 <code>usize</code>로 표시됩니다.</p> +<h3 id="힙에는-stdmemsize_of가-없습니다"><a class="header" href="#힙에는-stdmemsize_of가-없습니다">힙에는 <code>std::mem::size_of</code>가 없습니다</a></h3> +<p><code>std::mem::size_of</code>는 타입이 스택에서 차지할 공간의 양을 반환하며, 이는 <strong>타입의 크기</strong>라고도 알려져 있습니다.</p> +<blockquote> +<p><code>String</code>이 힙에서 관리하는 메모리 버퍼는 어떻습니까? 그것은 <code>String</code> 크기의 일부가 아닐까요?</p> +</blockquote> +<p>아니요!<br /> +해당 힙 할당은 <code>String</code>이 관리하는 <strong>리소스</strong>입니다. 컴파일러는 <code>String</code> 유형의 일부로 간주하지 않습니다.</p> +<p><code>std::mem::size_of</code>는 <code>String</code>의 경우처럼 유형이 포인터를 통해 관리하거나 참조할 수 있는 추가 힙 할당 데이터에 대해 알지(또는 신경 쓰지) 않으므로 해당 데이터의 크기를 추적하지 않습니다.</p> +<p>불행하게도 특정 값이 런타임에 할당하는 힙 메모리의 양을 측정하는 <code>std::mem::size_of</code>와 동등한 것은 없습니다. 일부 유형은 힙 사용량을 검사하는 메서드(예: <code>String</code>의 <code>capacity</code> 메서드)를 제공할 수 있지만 Rust에는 런타임 힙 사용량을 검색하는 범용 "API"가 없습니다.<br /> +그러나 메모리 프로파일러 도구(예: DHAT 또는 사용자 정의 할당자)를 사용하여 프로그램의 힙 사용량을 검사할 수 있습니다.</p> +<div class="footnote-definition" id="empty"><sup class="footnote-definition-label">1</sup> +<p><strong>빈</strong> <code>String</code>(예: <code>String::new()</code>)을 생성하면 <code>std</code>는 힙을 할당하지 않습니다. 힙 메모리는 처음으로 데이터를 푸시할 때 예약됩니다.</p> +</div> +<div class="footnote-definition" id="equivalence"><sup class="footnote-definition-label">2</sup> +<p>포인터의 크기는 운영 체제에 따라 다릅니다. 특정 환경에서는 포인터가 메모리 주소(예: CHERI)보다 <strong>더 큽니다</strong>. Rust는 포인터가 메모리 주소와 동일한 크기라는 단순화된 가정을 하고 있으며, 이는 여러분이 접하게 될 대부분의 최신 시스템에 해당됩니다.</p> +</div> +<h2 id="예제-22"><a class="header" href="#예제-22">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/09_heap"><code>03_ticket_v1/09_heap</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="참조"><a class="header" href="#참조">참조</a></h1> +<p><code>&String</code> 또는 <code>&mut String</code>과 같은 참조는 어떨까요? 메모리에서 어떻게 표현될까요?</p> +<p>Rust에서 대부분의 참조<sup class="footnote-reference"><a href="#fat">1</a></sup>는 메모리에서 메모리 위치에 대한 포인터로 표시됩니다.<br /> +그 크기는 포인터의 크기인 <code>usize</code>와 동일합니다.</p> +<p><code>std::mem::size_of</code>를 사용하여 이를 확인할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>assert_eq!(std::mem::size_of::<&String>(), 8); +assert_eq!(std::mem::size_of::<&mut String>(), 8); +<span class="boring">}</span></code></pre></pre> +<p>특히 <code>&String</code>은 <code>String</code>의 메타데이터가 저장되는 메모리 위치에 대한 포인터입니다.<br /> +이 스니펫을 실행하면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let s = String::from("Hey"); +let r = &s; +<span class="boring">}</span></code></pre></pre> +<p>메모리에 다음과 같은 내용이 표시됩니다:</p> +<pre><code> -------------------------------------- + | | + +----v----+--------+----------+ +----|----+ +Stack | pointer | length | capacity | | pointer | + | | | 3 | 5 | | | + +--| ----+--------+----------+ +---------+ + | s r + | + v + +---+---+---+---+---+ +Heap | H | e | y | ? | ? | + +---+---+---+---+---+ +</code></pre> +<p>원한다면 힙 할당 데이터에 대한 포인터에 대한 포인터입니다. <code>&mut String</code>도 마찬가지입니다.</p> +<h2 id="모든-포인터가-힙을-가리키는-것은-아닙니다"><a class="header" href="#모든-포인터가-힙을-가리키는-것은-아닙니다">모든 포인터가 힙을 가리키는 것은 아닙니다</a></h2> +<p>위의 예에서는 한 가지를 명확히 해야 합니다. 모든 포인터가 힙을 가리키는 것은 아닙니다.<br /> +그들은 단지 힙에 있을 수도 있지만 반드시 그럴 필요는 없는 메모리 위치를 가리킬 뿐입니다.</p> +<div class="footnote-definition" id="fat"><sup class="footnote-definition-label">1</sup> +<p><a href="03_ticket_v1/../04_traits/06_str_slice.html">이 코스의 뒷부분</a>에서는 <strong>팻 포인터</strong>, 즉 추가 메타데이터가 포함된 포인터에 대해 설명하겠습니다. 이름에서 알 수 있듯이 이 장에서 논의한 포인터(<strong>얇은 포인터</strong>라고도 함)보다 큽니다.</p> +</div> +<h2 id="예제-23"><a class="header" href="#예제-23">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/10_references_in_memory"><code>03_ticket_v1/10_references_in_memory</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="소멸자destructors"><a class="header" href="#소멸자destructors">소멸자(Destructors)</a></h1> +<p>힙을 소개할 때 할당한 메모리를 해제할 책임은 사용자에게 있다고 언급했습니다.<br /> +차용 검사기를 소개할 때 우리는 Rust에서 직접 메모리를 관리할 필요가 거의 없다고 언급했습니다.</p> +<p>이 두 진술은 처음에는 모순되는 것처럼 보일 수 있습니다. <strong>범위</strong>와 <strong>소멸자</strong>를 도입하여 이들이 어떻게 조화를 이루는지 살펴보겠습니다.</p> +<h2 id="스코프"><a class="header" href="#스코프">스코프</a></h2> +<p>변수의 <strong>스코프</strong>는 해당 변수가 유효하거나 <strong>살아있는</strong> Rust 코드의 영역입니다.</p> +<p>변수의 범위는 선언부터 시작됩니다. 다음 중 하나가 발생하면 종료됩니다:</p> +<ol> +<li> +<p>변수가 선언된 블록(즉 <code>{}</code> 사이의 코드)이 끝날때</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + // `x`는 아직 스코프에 포함되지 않습니다 + let y = "Hello".to_string(); + let x = "World".to_string(); // <-- x's 스코프는 여기서 시작됩니다... + let h = "!".to_string(); // | +} // \<\--------------- ...그리고 여기서 끝납니다</code></pre></pre> +</li> +<li> +<p>변수의 소유권이 다른 사람에게 이전될 때(예: 함수 또는 다른 변수)</p> +<pre><pre class="playground"><code class="language-rust">fn compute(t: String) { + // 뭐든 하세요 [...] +} + +fn main() { + let s = "Hello".to_string(); // <-- s의 스코프는 여기서 시작됩니다... + // | + compute(s); // <------------------- ..그리고 여기서 끝납니다 + // `s`가 `compute`로 이동되었기 때문입니다 +}</code></pre></pre> +</li> +</ol> +<h2 id="소멸자destructors-1"><a class="header" href="#소멸자destructors-1">소멸자(Destructors)</a></h2> +<p>값의 소유자가 스코프를 벗어나면 Rust는 해당 <strong>소멸자</strong>를 호출합니다.<br /> +소멸자는 해당 값에 사용된 리소스, 특히 할당한 메모리를 정리하려고 합니다.</p> +<p>값을 <code>std::mem::drop</code>에 전달하여 값의 소멸자를 수동으로 호출할 수 있습니다.<br /> +이것이 바로 Rust 개발자가 값이 범위를 벗어나 해당 소멸자가 호출되었음을 나타내는 방법으로 "해당 값이 <strong>삭제되었습니다</strong>"라고 말하는 것을 자주 듣게 되는 이유입니다.</p> +<h3 id="드롭-포인트-시각화"><a class="header" href="#드롭-포인트-시각화">드롭 포인트 시각화</a></h3> +<p>우리는 drop에 명시적으로 호출을 삽입할 수 있습니다. 이는 컴파일러가 우리를 위해 수행하는 작업을 명확하게 설명해 줍니다. 이전 예제로 돌아가보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + let y = "Hello".to_string(); + let x = "World".to_string(); + let h = "!".to_string(); +}</code></pre></pre> +<p>이는 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + let y = "Hello".to_string(); + let x = "World".to_string(); + let h = "!".to_string(); + // 변수는 선언의 역순으로 삭제됩니다 + drop(h); + drop(x); + drop(y); +}</code></pre></pre> +<p>대신 <code>s</code>의 소유권이 <code>compute</code>로 이전되는 두 번째 예를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust">fn compute(s: String) { + // 뭐든 하세요 [...] +} + +fn main() { + let s = "Hello".to_string(); + compute(s); +}</code></pre></pre> +<p>이는 다음과 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust">fn compute(t: String) { + // 뭐든 하세요 [...] + drop(t); // <-- 이 지점 이전에 `t`가 삭제되거나 이동되지 않았다고 가정하면 + // 컴파일러는 스코프를 벗어날 때 + // 여기에서 `drop`을 호출합니다. +} + +fn main() { + let s = "Hello".to_string(); + compute(s); +}</code></pre></pre> +<p>차이점에 주목하십시오. <code>main</code>에서 <code>compute</code>이 호출된 후에 <code>s</code>가 더 이상 유효하지 않더라도 <code>main</code>에는 <code>drop(s)</code>이 없습니다. 값의 소유권을 함수로 이전하면 <strong>값 정리 책임</strong>도 이전됩니다.</p> +<p>이렇게 하면 값에 대한 소멸자가 <strong>최대로<sup class="footnote-reference"><a href="#leak">1</a></sup> 한 번</strong> 호출되어 설계상 <a href="https://owasp.org/www-community/vulnerabilities/Doubly_freeing_memory">더블 프리 버그</a>를 방지할 수 있습니다.</p> +<h3 id="삭제-후-사용"><a class="header" href="#삭제-후-사용">삭제 후 사용</a></h3> +<p>값이 삭제된 후에 값을 사용하려고 하면 어떻게 될까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = "Hello".to_string(); +drop(x); +println!("{}", x); +<span class="boring">}</span></code></pre></pre> +<p>이 코드를 컴파일하려고 하면 오류가 발생합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>error[E0382]: use of moved value: `x` + --> src/main.rs:4:20 + | +3 | drop(x); + | - value moved here +4 | println!("{}", x); + | ^ value used here after move +<span class="boring">}</span></code></pre></pre> +<p>Drop은 호출된 값을 <strong>소비</strong>합니다. 즉, 호출 후에는 해당 값이 더 이상 유효하지 않습니다.<br /> +따라서 컴파일러는 사용자가 이를 사용하지 못하게 하여 <a href="https://owasp.org/www-community/vulnerabilities/Using_freed_memory">use-after-free 버그</a>를 방지합니다.</p> +<h3 id="참조-삭제"><a class="header" href="#참조-삭제">참조 삭제</a></h3> +<p>변수에 참조가 포함되어 있으면 어떻게 되나요?<br /> +예를 들어:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 42i32; +let y = &x; +drop(y); +<span class="boring">}</span></code></pre></pre> +<p><code>drop(y)</code>를 호출하면... 아무 일도 일어나지 않습니다.<br /> +실제로 이 코드를 컴파일하려고 하면 다음과 같은 경고가 표시됩니다:</p> +<pre><code class="language-text">warning: calls to `std::mem::drop` with a reference + instead of an owned value does nothing + --> src/main.rs:4:5 + | +4 | drop(y); + | ^^^^^-^ + | | + | argument has type `&i32` + | +</code></pre> +<p>이전에 말한 내용으로 돌아갑니다. 소멸자를 한 번만 호출하려고 합니다.<br /> +동일한 값에 대한 참조가 여러 개 있을 수 있습니다. 그 중 하나가 범위를 벗어날 때 가리키는 값에 대해 소멸자를 호출하면 다른 참조에는 어떤 일이 발생할까요? 그들은 더 이상 유효하지 않은 메모리 위치, 즉 <a href="https://owasp.org/www-community/vulnerabilities/Using_freed_memory"><strong>use-after-free 버그</strong></a>와 가까운 친척인 <a href="https://en.wikipedia.org/wiki/Dangling_pointer"><strong>댕글링 포인터</strong></a>를 참조합니다. Rust의 소유권 시스템은 설계상 이러한 종류의 버그를 배제합니다.</p> +<div class="footnote-definition" id="leak"><sup class="footnote-definition-label">1</sup> +<p>Rust는 소멸자가 실행된다는 것을 보장하지 않습니다. 예를 들어 명시적으로 <a href="03_ticket_v1/../07_threads/03_leak.html">메모리 누수</a>를 선택한 경우에는 그렇지 않습니다.</p> +</div> +<h2 id="예제-24"><a class="header" href="#예제-24">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/11_destructor"><code>03_ticket_v1/11_destructor</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="마무리"><a class="header" href="#마무리">마무리</a></h1> +<p>우리는 이번 장에서 Rust의 기초 개념을 많이 다루었습니다.<br /> +계속 진행하기 전에 마지막 연습을 통해 배운 내용을 통합해 보겠습니다. 이번에는 최소한의 지침만 제공됩니다. 연습 설명과 안내할 테스트만 제공됩니다.</p> +<h2 id="예제-25"><a class="header" href="#예제-25">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/03_ticket_v1/12_outro"><code>03_ticket_v1/12_outro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="트레잇"><a class="header" href="#트레잇">트레잇</a></h1> +<p>이전 장에서 우리는 Rust의 유형과 소유권 시스템의 기본을 다루었습니다.<br /> +이제 더 깊이 파고들 시간입니다. Rust의 인터페이스, <strong>Trait</strong>를 살펴보겠습니다.</p> +<p>특성에 대해 배우고 나면 곳곳에서 그들의 흔적이 보일겁니다.<br /> +사실, 이전 장 전체에서 이미 트레잇이 작동하는 것을 보았습니다. <code>.into()</code> 호출 및 <code>==</code>나 <code>+</code>와 같은 연산자들 말입니다.</p> +<p>개념으로서의 트레잇 외에도 Rust의 표준 라이브러리에 정의된 주요 트레잇 중 일부도 다룰 것입니다:</p> +<ul> +<li>연산자 특성(예: <code>Add</code>, <code>Sub</code>, <code>PartialEq</code> 등)</li> +<li><code>From</code>과 <code>Into</code>, 오류 없는 변환을 위해</li> +<li><code>Clone</code>과 <code>Copy</code>, 값 복사를 위해</li> +<li><code>Deref</code>와 deref 변환</li> +<li><code>Sized</code>, 타입의 크기가 정해졌음을 나타내기위해</li> +<li>'Drop', 커스텀 클린업 로직을 위해</li> +</ul> +<p>변환에 관해 이야기할 것이므로 이전 장의 "지식 격차"를 메울 수 있는 시간을 가지겠습니다. ``제목''이란게 정확히 무엇이었나요? 슬라이스에 대해서도 자세히 알아보겠습니다!</p> +<h2 id="예제-26"><a class="header" href="#예제-26">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/00_intro"><code>04_traits/00_intro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="트레잇-1"><a class="header" href="#트레잇-1">트레잇</a></h1> +<p>'Ticket' 타입을 다시 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Ticket { + title: String, + description: String, + status: String, +} +<span class="boring">}</span></code></pre></pre> +<p>지금까지 우리의 모든 테스트는 <code>Ticket</code>의 필드를 사용하여 비교했습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>assert_eq!(ticket.title(), "A new title"); +<span class="boring">}</span></code></pre></pre> +<p>만약 두 개의 <code>Ticket</code> 인스턴스를 직접 비교하고 싶다면 어떻게 해야 할까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let ticket1 = Ticket::new(/* ... */); +let ticket2 = Ticket::new(/* ... */); +ticket1 == ticket2 +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 우리를 멈출 것입니다:</p> +<pre><code class="language-text">error[E0369]: binary operation `==` cannot be applied to type `Ticket` + --> src/main.rs:18:13 + | +18 | ticket1 == ticket2 + | ------- ^^ ------- Ticket + | | + | Ticket + | +note: an implementation of `PartialEq` might be missing for `Ticket` +</code></pre> +<p><code>Ticket</code>은 새로운 유형입니다. 기본적으로는 <strong>연관된 동작이 없습니다</strong>.<br /> +Rust는 단지 <code>String</code>을 포함하고 있다는 이유만으로 두 개의 <code>Ticket</code> 인스턴스를 비교하는 방법을 마법처럼 추론하지 않습니다.</p> +<p>Rust 컴파일러는 우리를 올바른 방향으로 인도하고 있습니다: 이는 <code>PartialEq</code> 구현이 누락되었을 수 있음을 알려줍니다. <code>PartialEq</code>는 <strong>트레잇</strong>입니다!</p> +<h2 id="트레잇이란-무엇입니까"><a class="header" href="#트레잇이란-무엇입니까">트레잇이란 무엇입니까?</a></h2> +<p>트레잇은 <strong>인터페이스</strong>를 정의하는 Rust의 방식입니다.<br /> +트레잇은 트레잇의 요구사항을 충족하기 위해 타입이 구현해야 하는 메서드 집합을 정의합니다.</p> +<h3 id="트레잇-정의"><a class="header" href="#트레잇-정의">트레잇 정의</a></h3> +<p>트레잇 정의의 구문은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait <TraitName> { + fn <method_name>(<parameters>) -> <return_type>; +} +<span class="boring">}</span></code></pre></pre> +<p>예를 들어, 구현자가 <code>is_zero</code> 메소드를 정의하도록 요구하는 <code>MaybeZero</code>라는 트레잇을 정의할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait MaybeZero { + fn is_zero(self) -> bool; +} +<span class="boring">}</span></code></pre></pre> +<h3 id="트레잇-구현"><a class="header" href="#트레잇-구현">트레잇 구현</a></h3> +<p>타입에 대한 트레잇을 구현하려면 일반<sup class="footnote-reference"><a href="#inherent">1</a></sup> 메소드에서와 마찬가지로 <code>impl</code> 키워드를 사용하지만 구문은 약간 다릅니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl <TraitName> for <TypeName> { + fn <method_name>(<parameters>) -> <return_type> { + // 메서드 본문 + } +} +<span class="boring">}</span></code></pre></pre> +<p>예를 들어, 사용자 정의 숫자 유형 <code>WrappingU32</code>에 대해 <code>MaybeZero</code> 특성을 구현하려면 다음을 수행하세요:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct WrappingU32 { + inner: u32, +} + +impl MaybeZero for WrappingU32 { + fn is_zero(self) -> bool { + self.inner == 0 + } +} +<span class="boring">}</span></code></pre></pre> +<h3 id="트레잇-메서드-호출"><a class="header" href="#트레잇-메서드-호출">트레잇 메서드 호출</a></h3> +<p>트레잇 메서드를 호출하려면 일반 메서드와 마찬가지로 <code>.</code> 연산자를 사용합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = WrappingU32 { inner: 5 }; +assert!(!x.is_zero()); +<span class="boring">}</span></code></pre></pre> +<p>트레잇 메서드를 호출하려면 다음 두 가지 사항이 충족되어야 합니다:</p> +<ul> +<li>타입은 트레잇을 구현해야 합니다.</li> +<li>트레잇은 스코프 내에 있어야 합니다.</li> +</ul> +<p>후자를 만족시키려면 해당 특성에 <code>use</code> 문을 추가해야 할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use crate::MaybeZero; +<span class="boring">}</span></code></pre></pre> +<p>다음과 같은 경우에는 필요하지 않습니다:</p> +<ul> +<li>트레잇이 호출이 발생하는 동일한 모듈에서 정의될 때.</li> +<li>트레잇이 <strong>prelude</strong>에 정의되어있을 때. 프렐류드는 모든 러스트 프로그램에 자동으로 임포트되는 트레잇과 타입의 집합입니다. 마치 모든 러스트 모듈의 시작 부분에 <code>use std::prelude::*;</code>가 추가된 것과 같습니다.</li> +</ul> +<p><a href="https://doc.rust-lang.org/std/prelude/index.html">Rust 문서</a>의 프렐류드 부분에서 트레잇과 타입들을 찾을 수 있습니다.</p> +<div class="footnote-definition" id="inherent"><sup class="footnote-definition-label">1</sup> +<p>트레잇을 사용하지 않고 타입에 직접 정의된 메서드를 <strong>고유 메서드</strong>라고도 합니다.</p> +</div> +<h2 id="예제-27"><a class="header" href="#예제-27">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/01_trait"><code>04_traits/01_trait</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="트레잇-구현-1"><a class="header" href="#트레잇-구현-1">트레잇 구현</a></h1> +<p>유형이 다른 크레이트(예: Rust 표준 라이브러리의 <code>u32</code>)에 정의되면 해당 유형에 대한 새 메서드를 직접 정의할 수 없습니다. 다음의 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl u32 { + fn is_even(&self) -> bool { + self % 2 == 0 + } +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 다음과 같이 불평할 것입니다:</p> +<pre><code class="language-text">error[E0390]: cannot define inherent `impl` for primitive types + | +1 | impl u32 { + | ^^^^^^^^ + | + = help: consider using an extension trait instead +</code></pre> +<h2 id="확장-트레잇"><a class="header" href="#확장-트레잇">확장 트레잇</a></h2> +<p><strong>확장 트레잇</strong>은 <code>u32</code>와 같은 외부 타입에 새로운 메소드를 추가하기위한 트레잇입니다. 이것이 바로 이전 예제에서 <code>IsEven</code> 트레잇을 정의한 다음 <code>i32</code> 및 <code>u32</code>에 대해 구현하여 배포한 패턴입니다. 그러면 <code>IsEven</code>이 스코프 내에 있는 한 타입에 대해 <code>is_even</code>을 자유롭게 호출할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust">// 트레잇을 스코프로 가져옵니다 +use my_library::IsEven; + +fn main() { + // 이를 구현하는 타입에서 해당 메서드를 호출합니다. + if 4.is_even() { + // [...] + } +}</code></pre></pre> +<h2 id="하나의-구현"><a class="header" href="#하나의-구현">하나의 구현</a></h2> +<p>트레잇을 구현하는데에는 제약사항이 있습니다.<br /> +가장 간단하고 단순한 것은 동일한 타입에 대해 크레이트에서 동일한 트레잇을 두 번 구현할 수 없다는 것입니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait IsEven { + fn is_even(&self) -> bool; +} + +impl IsEven for u32 { + fn is_even(&self) -> bool { + true + } +} + +impl IsEven for u32 { + fn is_even(&self) -> bool { + false + } +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 이를 거부합니다:</p> +<pre><code class="language-text">error[E0119]: conflicting implementations of trait `IsEven` for type `u32` + | +5 | impl IsEven for u32 { + | ------------------- first implementation here +... +11 | impl IsEven for u32 { + | ^^^^^^^^^^^^^^^^^^^ conflicting implementation for `u32` +</code></pre> +<p><code>IsEven::is_even</code>이 <code>u32</code> 값에 대해 호출될 때 어떤 트레잇 구현을 사용해야 하는지에 모호하기때문에 트레잇 구현은 하나만 있어야합니다.</p> +<h2 id="고아-규칙orphan-rule"><a class="header" href="#고아-규칙orphan-rule">고아 규칙(Orphan rule)</a></h2> +<p>여러 크레이트가 관련되면 상황이 더욱 미묘해집니다. 특히 다음 중 하나 이상이 충족되어야 합니다:</p> +<ul> +<li>트레잇은 현재 크레이트에 정의되어있어야합니다</li> +<li>타입의 구현은 현재 크레이트에서 정의되어야합니다</li> +</ul> +<p>이것은 Rust의 <strong>고아 규칙</strong>으로 알려져 있습니다. 이 규칙의 목적은 매서드 해석 과정을 명확하게 만드는 것입니다.</p> +<p>다음 상황을 상상해 보세요:</p> +<ul> +<li><code>A</code> 크레이트는 <code>IsEven</code> 트레잇을 정의합니다</li> +<li><code>B</code> 크레이트는 <code>u32</code>에 대해 <code>IsEven</code>을 구현합니다</li> +<li><code>C</code> 크레이트는 <code>u32</code>에 대한 <code>IsEven</code> 트레잇의 (다른) 구현을 제공합니다</li> +<li>크레이트 <code>D</code>는 <code>B</code>와 <code>C</code> 모두에 의존하며 <code>1.is_even()</code>을 호출합니다</li> +</ul> +<p>어떤 구현을 사용해야 합니까? <code>B</code>에 정의된 것? 아니면 <code>C</code>에 정의된 것인가요?<br /> +정답이 없으므로 이 시나리오를 방지하기 위해 고아 규칙이 정의되었습니다. 고아 규칙 덕분에 <code>B</code> 상자나 <code>C</code> 상자는 모두 컴파일되지 않습니다.</p> +<h2 id="읽을거리-7"><a class="header" href="#읽을거리-7">읽을거리</a></h2> +<ul> +<li>위에서 설명한 대로 고아 규칙에는 몇 가지 주의 사항과 예외가 있습니다. 그 뉘앙스에 익숙해지고 싶다면 <a href="04_traits/(https://doc.rust-lang.org/reference/items/implementations.html#trait-implementation-coherence)">참고 자료</a>를 확인하세요.</li> +</ul> +<h2 id="예제-28"><a class="header" href="#예제-28">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/02_orphan_rule"><code>04_traits/02_orphan_rule</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="연산자-오버로딩"><a class="header" href="#연산자-오버로딩">연산자 오버로딩</a></h1> +<p>이제 특성이 무엇인지 기본적으로 이해했으므로 <strong>연산자 오버로딩</strong>으로 돌아가 보겠습니다. 연산자 오버로딩은 <code>+</code>, <code>-</code>, <code>*</code>, <code>/</code>, <code>==</code>, <code>!=</code> 등과 같은 연산자에 대한 사용자 정의 동작을 정의하는 기능입니다.</p> +<h2 id="연산자는-트레잇입니다"><a class="header" href="#연산자는-트레잇입니다">연산자는 트레잇입니다</a></h2> +<p>Rust에서 연산자는 트레잇입니다.<br /> +각 연산자에는 해당 연산자의 동작을 정의하는 해당 트레잇이 있습니다. 타입에 해당 트레잇을 구현함으로써 해당 연산자의 사용을 <strong>잠금 해제</strong>할 수 있습니다.</p> +<p>예를 들어 <a href="https://doc.rust-lang.org/std/cmp/trait.PartialEq.html"><code>PartialEq</code> trait</a> 특성은 <code>==</code>와 <code>!=</code> 연산자의 동작을 정의합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// Rust의 표준 라이브러리에 있는 `PartialEq` 특성 정의 +// (지금은 _약간_ 단순화되었습니다) +pub trait PartialEq { + // 필수 메서드 + // + // `Self`는 "트레잇을 구현하는 타입"을 + // 의미하는 Rust 키워드입니다 + fn eq(&self, other: &Self) -> bool; + + // 제공되는 메서드 + fn ne(&self, other: &Self) -> bool { ... } +} +<span class="boring">}</span></code></pre></pre> +<p><code>x == y</code>를 작성하면 컴파일러는 <code>x</code> 및 <code>y</code> 타입에 대한 <code>PartialEq</code> 트레잇의 구현을 찾고 <code>x == y</code>를 <code>x.eq(y)</code>로 대체합니다. 이는 문법적 설탕(syntactic sugar)입니다!</p> +<p>주요 연산자에 대한 트레잇은 다음과 같습니다:</p> +<div class="table-wrapper"><table><thead><tr><th>연산자</th><th>트레잇</th></tr></thead><tbody> +<tr><td><code>+</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Add.html"><code>Add</code></a></td></tr> +<tr><td><code>-</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Sub.html"><code>Sub</code></a></td></tr> +<tr><td><code>*</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Mul.html"><code>Mul</code></a></td></tr> +<tr><td><code>/</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Div.html"><code>Div</code></a></td></tr> +<tr><td><code>%</code></td><td><a href="https://doc.rust-lang.org/std/ops/trait.Rem.html"><code>Rem</code></a></td></tr> +<tr><td><code>==</code>와 <code>!=</code></td><td><a href="https://doc.rust-lang.org/std/cmp/trait.PartialEq.html"><code>PartialEq</code></a></td></tr> +<tr><td><code><</code>, <code>></code>, <code><=</code> 그리고 <code>>=</code></td><td><a href="https://doc.rust-lang.org/std/cmp/trait.PartialOrd.html"><code>PartialOrd</code></a></td></tr> +</tbody></table> +</div> +<p>산술 연산자는 <a href="https://doc.rust-lang.org/std/ops/index.html"><code>std::ops</code></a> 모듈에 있고, 비교 연산자는 <a href="https://doc.rust-lang.org/std/cmp/index.html"><code>std::cmp</code></a> 모듈에 있습니다.</p> +<h2 id="기본-구현"><a class="header" href="#기본-구현">기본 구현</a></h2> +<p><code>PartialEq::ne</code>에 대한 주석에는 "<code>ne</code>이 제공되는 메서드입니다"라고 명시되어 있습니다.<br /> +이는 <code>PartialEq</code>가 특성 정의의 <code>ne</code>에 대한 <strong>기본 구현</strong>을 제공한다는 의미입니다(정의 조각에서 생략된 <code>{ ... }</code> 블록).<br /> +생략된 블록을 확장하면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait PartialEq { + fn eq(&self, other: &Self) -> bool; + + fn ne(&self, other: &Self) -> bool { + !self.eq(other) + } +} +<span class="boring">}</span></code></pre></pre> +<p>예상한 대로입니다. 'ne'은 'eq'의 부정입니다.<br /> +기본 구현이 제공되므로 유형에 대해 <code>PartialEq</code>를 구현할 때 <code>ne</code> 구현을 건너뛸 수 있습니다. <code>eq</code>를 구현하는 것으로 충분합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct WrappingU8 { + inner: u8, +} + +impl PartialEq for WrappingU8 { + fn eq(&self, other: &WrappingU8) -> bool { + self.inner == other.inner + } + + // 여기에는 `ne` 구현이 없습니다 +} +<span class="boring">}</span></code></pre></pre> +<p>하지만 무조건 기본 구현을 사용해야 하는 것은 아닙니다. 트레잇을 구현할 때 이를 재정의할 수 있습니다</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct MyType; + +impl PartialEq for MyType { + fn eq(&self, other: &MyType) -> bool { + // 사용자 정의 구현 + } + + fn ne(&self, other: &MyType) -> bool { + // 사용자 정의 구현 + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-29"><a class="header" href="#예제-29">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/03_operator_overloading"><code>04_traits/03_operator_overloading</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="파생derive-매크로"><a class="header" href="#파생derive-매크로">파생(Derive) 매크로</a></h1> +<p><code>Ticket</code>에 대해 <code>PartialEq</code>를 구현하는 것은 약간 지루한 일이었죠, 그렇죠? 구조체의 각 필드를 수동으로 비교해야 했습니다.</p> +<h2 id="구조-분해-구문"><a class="header" href="#구조-분해-구문">구조 분해 구문</a></h2> +<p>구현이 불안정합니다. 구조체 정의가 변경되면(예: 새 필드가 추가되는 경우) <code>PartialEq</code> 구현을 업데이트해줘야합니다.</p> +<p>구조체를 해당 필드로 <strong>구조 분해</strong>하여 위험을 줄일 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl PartialEq for Ticket { + fn eq(&self, other: &Self) -> bool { + let Ticket { + title, + description, + status, + } = self; + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Ticket</code>의 정의가 변경되면 컴파일러는 구조 분해가 더 이상 완전하지 않다고 불평하면서 오류를 발생시킵니다.<br /> +변수 섀도잉을 방지하기 위해 구조체 필드의 이름을 바꿀 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl PartialEq for Ticket { + fn eq(&self, other: &Self) -> bool { + let Ticket { + title, + description, + status, + } = self; + let Ticket { + title: other_title, + description: other_description, + status: other_status, + } = other; + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>구조 분해는 자주 쓸 수 있는 유용한 패턴이지만 이 작업을 수행하는 훨씬 더 편리한 방법이 있습니다: <strong>파생 매크로</strong>.</p> +<h2 id="매크로"><a class="header" href="#매크로">매크로</a></h2> +<p>지난 예제에서 이미 몇 가지 매크로를 접했습니다:</p> +<ul> +<li>테스트에는 <code>assert_eq!</code>와 <code>assert!</code></li> +<li><code>println!</code>, 콘솔에 프린트 할 때</li> +</ul> +<p>Rust 매크로는 <strong>코드 생성기</strong>입니다.<br /> +그들은 여러분이 제공한 입력을 기반으로 새로운 Rust 코드를 생성하고, 생성된 코드는 프로그램의 나머지 부분과 함께 컴파일됩니다. 일부 매크로는 Rust의 표준 라이브러리에 내장되어 있지만 직접 작성할 수도 있습니다. 이 과정에서는 자체 매크로를 생성하지 않지만 <a href="04_traits/04_derive.html#further-reading">"읽을거리" section</a>섹션에서 몇 가지 유용한 지침을 찾을 수 있습니다.</p> +<h3 id="분석"><a class="header" href="#분석">분석</a></h3> +<p>일부 IDE에서는 매크로를 확장하여 생성된 코드를 분석할 수 있습니다. 이게 불가능한 상황이라면 <a href="https://github.com/dtolnay/cargo-expand"><code>cargo-expand</code></a>를 사용할 수도 있습니다.</p> +<h3 id="파생derive-매크로-1"><a class="header" href="#파생derive-매크로-1">파생(Derive) 매크로</a></h3> +<p><strong>파생 매크로</strong>는 Rust 매크로의 특별한 특징입니다. 구조체 상단에 <strong>속성</strong>으로 지정됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(PartialEq)] +struct Ticket { + title: String, + description: String, + status: String +} +<span class="boring">}</span></code></pre></pre> +<p>파생 매크로는 사용자 정의 유형에 대한 일반적인(그리고 "명백한") 특성의 구현을 자동화하는 데 사용됩니다. 위의 예에서 <code>PartialEq</code> 특성은 <code>Ticket</code>에 대해 자동으로 구현됩니다. 매크로를 확장하면 생성된 코드가 수동으로 작성한 코드와 기능적으로 동일하다는 것을 알 수 있지만 읽기가 좀 더 불편합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[automatically_derived] +impl ::core::cmp::PartialEq for Ticket { + #[inline] + fn eq(&self, other: &Ticket) -> bool { + self.title == other.title && self.description == other.description + && self.status == other.status + } +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 가능하면 트레잇을 파생하도록 유도합니다.</p> +<h2 id="읽을거리-8"><a class="header" href="#읽을거리-8">읽을거리</a></h2> +<ul> +<li><a href="04_traits/(https://veykril.github.io/tlborm/)">Rust 매크로에 관한 작은 문서</a></li> +<li><a href="https://github.com/dtolnay/proc-macro-workshop">Proc macro workshop</a></li> +</ul> +<h2 id="예제-30"><a class="header" href="#예제-30">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/04_derive"><code>04_traits/04_derive</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="트레잇-바운드"><a class="header" href="#트레잇-바운드">트레잇 바운드</a></h1> +<p>지금까지 트레잇에 대한 두 가지 사용 사례를 살펴보았습니다:</p> +<ul> +<li>"빌트-인" 동작 잠금 해제(예: 연산자 오버로드)</li> +<li>기존 타입에 새로운 동작 추가(예: 확장 특성)</li> +</ul> +<p>세 번째 사용 사례는 <strong>제네릭 프로그래밍</strong>입니다.</p> +<h2 id="문제"><a class="header" href="#문제">문제</a></h2> +<p>지금까지 우리의 모든 함수와 메서드는 <strong>구체적인 타입</strong>으로 작업해 왔습니다.<br /> +구체적인 타입에서 작동하는 코드는 일반적으로 작성하고 이해하기 쉽습니다. 하지만 재사용 가능성에 한계가 있습니다.<br /> +예를 들어 정수가 짝수이면 <code>true</code>를 반환하는 함수를 작성한다고 가정해 보겠습니다. 구체적인 타입으로 작업하려면 지원하려는 각 정수 타입에 대해 별도의 함수를 작성해야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn is_even_i32(n: i32) -> bool { + n % 2 == 0 +} + +fn is_even_i64(n: i64) -> bool { + n % 2 == 0 +} + +// Etc. +<span class="boring">}</span></code></pre></pre> +<p>또는 단일 확장 트레잇을 작성한 다음 각 정수 타입에 대해 서로 다른 구현을 작성할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait IsEven { + fn is_even(&self) -> bool; +} + +impl IsEven for i32 { + fn is_even(&self) -> bool { + self % 2 == 0 + } +} + +impl IsEven for i64 { + fn is_even(&self) -> bool { + self % 2 == 0 + } +} + +// Etc. +<span class="boring">}</span></code></pre></pre> +<p>중복이 발생합니다.</p> +<h2 id="제네릭-프로그래밍"><a class="header" href="#제네릭-프로그래밍">제네릭 프로그래밍</a></h2> +<p><strong>제네릭</strong>을 사용하면 더 나은 결과를 얻을 수 있습니다.<br /> +제네릭을 사용하면 구체적인 타입 대신 <strong>타입 매개변수</strong>로 작동하는 코드를 작성할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<T>(n: T) +where + T: IsEven + Debug +{ + if n.is_even() { + println!("{n:?} is even"); + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>print_if_even</code>은 <strong>제네릭 함수</strong>입니다.<br /> +특정 입력 타입에 제한되지않습니다. 대신 다음과 같은 모든 타입 <code>T</code>와 함께 작동합니다:</p> +<ul> +<li><code>IsEven</code> 트레잇을 구현할 떄.</li> +<li><code>Debug</code> 트레잇을 구현할 때.</li> +</ul> +<p>이 요구사항은 <strong>트레잇 바운드</strong>: <code>T: IsEven + Debug</code>로 표현됩니다.<br /> +<code>+</code> 기호는 <code>T</code>가 여러 트레잇을 구현하도록 요구하는 데 사용됩니다. <code>T: IsEven + Debug</code>는 "<code>T</code>가 <code>IsEven</code> <strong>그리고</strong> <code>Debug</code>를 구현할 때"라는 말과 같습니다.</p> +<h2 id="트레잇-바운드-1"><a class="header" href="#트레잇-바운드-1">트레잇 바운드</a></h2> +<p><code>print_if_even</code>에서 트레잇 바운드는 어떤 목적으로 사용될까요?<br /> +알아보기 위해 이를 제거해 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<T>(n: T) { + if n.is_even() { + println!("{n:?} is even"); + } +} +<span class="boring">}</span></code></pre></pre> +<p>이 코드는 컴파일되지 않습니다:</p> +<pre><code class="language-text">error[E0599]: no method named `is_even` found for type parameter `T` in the current scope + --> src/lib.rs:2:10 + | +1 | fn print_if_even<T>(n: T) { + | - method `is_even` not found for this type parameter +2 | if n.is_even() { + | ^^^^^^^ method not found in `T` + +error[E0277]: `T` doesn't implement `Debug` + --> src/lib.rs:3:19 + | +3 | println!("{n:?} is even"); + | ^^^^^ `T` cannot be formatted using `{:?}` because it doesn't implement `Debug` + | +help: consider restricting type parameter `T` + | +1 | fn print_if_even<T: std::fmt::Debug>(n: T) { + | +++++++++++++++++ +</code></pre> +<p>트레잇 바운드가 없으면 컴파일러는 <code>T</code>가 <strong>할 수 있는</strong> 작업을 알 수 없습니다.<br /> +<code>T</code>에 <code>is_even</code> 메서드가 있다는 사실도 모르고, 프린트를 위해 <code>T</code> 타입을 포맷팅하는 방법도 모릅니다. 컴파일러의 관점에서 보면 <code>T</code>로는 아무것도 할 수 없습니다.<br /> +트레잇 바운드는 함수 본문에서 요구하는 동작이 존재하는지 확인하여 함수에 사용할 수 있는 타입들을 제한합니다.</p> +<h2 id="구문-인라인-트레잇-바운드"><a class="header" href="#구문-인라인-트레잇-바운드">구문: 인라인 트레잇 바운드</a></h2> +<p>위의 모든 예에서는 트레잇 바운드를 지정하기 위해 <strong><code>where</code> 절</strong>을 사용했습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<T>(n: T) +where + T: IsEven + Debug +// ^^^^^^^^^^^^^^^^^ +// 이게 `where` 절입니다 +{ + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>트레잇 바운드가 단순한 경우 타입 매개변수 바로 옆에 <strong>인라인</strong>할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<T: IsEven + Debug>(n: T) { + // ^^^^^^^^^^^^^^^^^ + // 이게 인라인 트레잇 바운드입니다 + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h2 id="구문-의미-있는-이름"><a class="header" href="#구문-의미-있는-이름">구문: 의미 있는 이름</a></h2> +<p>위의 예에서는 <code>T</code>를 타입 매개변수 이름으로 사용했습니다. 이는 함수에 타입 매개변수가 하나만 있는 경우 일반적인 규칙입니다.<br /> +더 의미 있는 이름을 사용하셔도 됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_if_even<Number: IsEven + Debug>(n: Number) { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>실제로 여러 타입 매개변수가 있거나 <code>T</code>라는 이름이 함수에서 해당 타입의 역할에 대한 충분한 정보를 전달하지 못하는 경우 의미 있는 이름을 사용하는 것이 <strong>바람직합니다</strong>. 변수나 함수 매개변수와 마찬가지로 타입 매개변수의 이름을 지정할 때 명확성과 가독성을 최대화하세요. 동시에 Rust의 규칙도 지켜주세요. <a href="https://rust-lang.github.io/api-guidelines/naming.html#casing-conforms-to-rfc-430-c-case">타입 매개변수 이름에는 대문자 카멜케이스</a>를 사용하십시오.</p> +<h2 id="함수-시그니처는-왕이다"><a class="header" href="#함수-시그니처는-왕이다">함수 시그니처는 왕이다</a></h2> +<p>트레잇 바운드가 왜 필요한지 궁금할 수도 있습니다. 컴파일러가 함수 본문에서 필요한 트레잇을 추론할 순 없나요?<br /> +그럴 수도 있겠지만 실제론 그렇지 않습니다.<br /> +그 근거는 함수 매개변수에 대한 명시적 타입 어노테이션의 경우와 동일합니다. 각 함수 시그니처는 호출자와 호출 수신자 간의 계약이며 용어가 명시적으로 명시되어야 합니다. 이를 통해 더 나은 오류 메시지, 더 나은 문서화, 버전 간 의도하지 않은 문제 감소 그리고 더 빠른 컴파일이 가능해집니다.</p> +<h2 id="예제-31"><a class="header" href="#예제-31">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/05_trait_bounds"><code>04_traits/05_trait_bounds</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="문자열-슬라이스"><a class="header" href="#문자열-슬라이스">문자열 슬라이스</a></h1> +<p>이전 장 전체에서 <code>"To-Do"</code> 또는 <code>"A ticket Description"</code>과 같은 코드에서 사용되는 <strong>문자열 리터럴</strong>을 꽤 많이 보았습니다. 그 뒤에는 항상 <code>.to_string()</code> 또는 <code>.into()</code>에 대한 호출이 이어졌습니다. 이제 그 이유를 이해할 시간입니다!</p> +<h2 id="문자열-리터럴"><a class="header" href="#문자열-리터럴">문자열 리터럴</a></h2> +<p>원시 텍스트를 큰따옴표로 묶어 문자열 리터럴을 정의합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let s = "Hello, world!"; +<span class="boring">}</span></code></pre></pre> +<p><code>s</code>의 유형은 <strong>문자열 슬라이스에 대한 참조</strong>인 <code>&str</code>입니다.</p> +<h2 id="메모리-레이아웃-1"><a class="header" href="#메모리-레이아웃-1">메모리 레이아웃</a></h2> +<p><code>&str</code>과 <code>String</code>은 서로 다른 유형이므로 서로 바꿔 사용할 수 없습니다.<br /> +<a href="04_traits/../03_ticket_v1/09_heap.html">이전 시간</a>에서 본 <code>String</code>의 메모리 레이아웃을 떠올려 보겠습니다. 다음을 실행하면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut s = String::with_capacity(5); +s.push_str("Hello"); +<span class="boring">}</span></code></pre></pre> +<p>우리는 이 상황에서 메모리는 다음과 같습니다:</p> +<pre><code class="language-text"> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 5 | 5 | + +--|------+--------+----------+ + | + | + v + +---+---+---+---+---+ +Heap: | H | e | l | l | o | + +---+---+---+---+---+ +</code></pre> +<p><code>&String</code>이 메모리에 어떻게 배치되는지도 <a href="04_traits/../03_ticket_v1/10_references_in_memory.html">살펴보았습니다</a>:</p> +<pre><code class="language-text"> -------------------------------------- + | | ++----v----+--------+----------+ +----|----+ +| pointer | length | capacity | | pointer | +| | | 5 | 5 | | | ++----|----+--------+----------+ +---------+ + | s &s + | + v + +---+---+---+---+---+ + | H | e | l | l | o | + +---+---+---+---+---+ +</code></pre> +<p><code>&String</code>은 <code>String</code>의 메타데이터가 저장되는 메모리 위치를 가리킵니다.<br /> +포인터를 따라가면 힙에 할당된 데이터에 도달합니다. 정확히는, 문자열의 첫 번째 바이트 <code>H</code>에 도달합니다.</p> +<p><code>s</code>의 <strong>서브스트링</strong>을 나타내는 타입은 어떻게 표현할까요? 예: 'Hello'의 'ello'같이?</p> +<h2 id="문자열-슬라이스-1"><a class="header" href="#문자열-슬라이스-1">문자열 슬라이스</a></h2> +<p><code>&str</code>은 문자열에 대한 <strong>뷰</strong>, 다른 곳에 저장된 UTF-8 바이트 시퀀스에 대한 <strong>참조</strong>입니다. 예를 들어 다음과 같이 <code>String</code>에서 <code>&str</code>을 만들 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut s = String::with_capacity(5); +s.push_str("Hello"); +// `String`에서 문자열 슬라이스 참조를 생성하고 첫 번째 바이트를 건너뜁니다. +let slice: &str = &s[1..]; +<span class="boring">}</span></code></pre></pre> +<p>메모리에서는 다음과 같습니다:</p> +<pre><code class="language-text"> s slice + +---------+--------+----------+ +---------+--------+ +Stack | pointer | length | capacity | | pointer | length | + | | | 5 | 5 | | | | 4 | + +----|----+--------+----------+ +----|----+--------+ + | s | + | | + v | + +---+---+---+---+---+ | +Heap: | H | e | l | l | o | | + +---+---+---+---+---+ | + ^ | + | | + +--------------------------------+ +</code></pre> +<p><code>slice</code>는 스택에 두 가지 정보를 저장합니다:</p> +<ul> +<li>슬라이스의 첫 번째 바이트에 대한 포인터.</li> +<li>슬라이스의 길이.</li> +</ul> +<p><code>slice</code>는 데이터를 소유하지 않고, 단순히 그 데이터를 가리킵니다: 이는 <code>String</code>의 힙에 할당된 데이터에 대한 <strong>참조</strong>입니다.<br /> +<code>slice</code>가 삭제될 때, 힙에 할당된 데이터는 삭제되지 않습니다. 왜냐하면 여전히 <code>s</code>에 의해 소유되고 있기 때문입니다. 그래서 <code>slice</code>에는 <code>capacity</code> 필드가 없습니다: 데이터를 소유하지 않기 때문에, 데이터가 할당된 공간의 양에 대해 알 필요가 없으며, 단지 참조하는 데이터만 알면 됩니다.</p> +<h2 id="str-vs-string"><a class="header" href="#str-vs-string"><code>&str</code> vs <code>&String</code></a></h2> +<p>경험상 텍스트 데이터에 대한 참조가 필요할 때는 <code>&String</code> 대신 <code>&str</code>을 사용하는 것이 좋습니다.<br /> +<code>&str</code>은 더 유연하고 일반적으로 Rust에서 더 관용적입니다.</p> +<p>메서드가 <code>&String</code>을 반환하면, 힙에 할당된 UTF-8 텍스트가 있으며, 해당 텍스트가 반환되는 참조와 <strong>정확히 일치</strong>한다는 것을 의미합니다. 반면에 메서드가 <code>&str</code>을 반환하면, 훨씬 더 많은 자유를 가지게 됩니다: <em>어딘가에</em> 텍스트 데이터가 있으며, 그 일부가 필요한 것과 일치한다는 것만을 말하는 것이므로 그 부분에 대한 참조를 반환하는 것입니다.</p> +<h2 id="예제-32"><a class="header" href="#예제-32">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/06_str_slice"><code>04_traits/06_str_slice</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="deref-트레잇"><a class="header" href="#deref-트레잇"><code>Deref</code> 트레잇</a></h1> +<p>이전 예제에서는 많은 일을 할 필요가 없었습니다. 그렇죠?</p> +<p>이것을</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn title(&self) -> &String { + &self.title + } +} +<span class="boring">}</span></code></pre></pre> +<p>이렇게</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn title(&self) -> &str { + &self.title + } +} +<span class="boring">}</span></code></pre></pre> +<p>바꾸는 것이 코드를 컴파일하고 테스트를 통과하기 위해 해야 할 일의 전부였습니다. 하지만 머리에 번뜩 떠오르는 것이 있어야 합니다.</p> +<h2 id="작동하면-안-되지만-작동합니다"><a class="header" href="#작동하면-안-되지만-작동합니다">작동하면 안 되지만 작동합니다</a></h2> +<p>다음을 확인해봅시다:</p> +<ul> +<li><code>self.title</code>은 <code>String</code>입니다</li> +<li>따라서 <code>&self.title</code>은 <code>&String</code>입니다</li> +<li>(수정된) <code>title</code> 메소드의 출력은 <code>&str</code>입니다</li> +</ul> +<p>컴파일러 오류가 발생해야할 것 같지 않나요? <code>Expected &String, found &str</code>같은 오류 말입니다. 근데 작동합니다. <strong>왜</strong>그럴까요?</p> +<h2 id="deref가-당신을-구원합니다"><a class="header" href="#deref가-당신을-구원합니다"><code>Deref</code>가 당신을 구원합니다</a></h2> +<p><code>Deref</code> 트레잇은 <a href="https://doc.rust-lang.org/std/ops/trait.Deref.html#deref-coercion"><strong>deref coercion</strong></a>라고 알려진 언어 기능 뒤에 있는 메커니즘입니다.<br /> +이 트레잇은 표준 라이브러리의 <code>std::ops</code> 모듈에 정의되어 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 지금은 정의를 약간 단순화했습니다. +// 나중에 전체 정의를 살펴보겠습니다. +pub trait Deref { + type Target; + + fn deref(&self) -> &Self::Target; +} +<span class="boring">}</span></code></pre></pre> +<p><code>type Target</code>은 <strong>연관된 타입</strong>입니다.<br /> +이는 트레잇이 구현될 때 지정되어야 하는 구체적인 타입에 대한 플레이스 홀더입니다.</p> +<h2 id="deref-coercion"><a class="header" href="#deref-coercion">Deref coercion</a></h2> +<p><code>T</code> 타입에 대해 <code>Deref<Target = U></code>를 구현하면 컴파일러에게 <code>&T</code>와 <code>&U</code>가 어느 정도 상호 교환 가능하다는 것을 알리게 됩니다.<br /> +특히 다음과 같은 동작이 발생합니다:</p> +<ul> +<li><code>T</code>에 대한 참조는 암시적으로 <code>U</code>에 대한 참조로 변환됩니다(즉: <code>&T</code>는 <code>&U</code>가 됩니다).</li> +<li><code>&self</code>를 입력으로 사용하는 <code>U</code>에 정의된 모든 메서드를 <code>&T</code>에서 호출할 수 있습니다.</li> +</ul> +<p>역참조 연산자 <code>*</code>에는 한 가지가 더 있지만 아직은 필요하지 않습니다(궁금하시면 <code>std</code> 문서를 참조하세요).</p> +<h2 id="string은-deref를-구현합니다"><a class="header" href="#string은-deref를-구현합니다"><code>String</code>은 <code>Deref</code>를 구현합니다</a></h2> +<p><code>String</code>은 <code>Target = str</code>을 사용하여 <code>Deref</code>를 구현합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Deref for String { + type Target = str; + + fn deref(&self) -> &str { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>이 구현과 Deref coercion 덕분에 <code>&String</code>은 필요할 때 자동으로 <code>&str</code>로 변환됩니다.</p> +<h2 id="deref-coercion을-남용하지-마세요"><a class="header" href="#deref-coercion을-남용하지-마세요">deref coercion을 남용하지 마세요</a></h2> +<p>Deref coercion은 강력한 기능이지만 혼란을 초래할 수 있습니다.<br /> +타입을 자동으로 변환하면 코드를 읽고 이해하기가 더 어려워질 수 있습니다. <code>T</code>와 <code>U</code>에 동일한 이름의 메소드가 정의된 경우 어느 메소드가 호출될까요?</p> +<p>Deref coercion에 대한 "가장 안전한" 사용 사례인 스마트 포인터에 대해 나중에 과정에서 살펴보겠습니다.</p> +<h2 id="예제-33"><a class="header" href="#예제-33">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/07_deref"><code>04_traits/07_deref</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="sized"><a class="header" href="#sized"><code>Sized</code></a></h1> +<p>Deref coercion에 대해 알아본 후에도 <code>&str</code>에는 눈에 보이는 것보다 더 많은 것이 있습니다.<br /> +메모리 레이아웃에 대한 이전 논의에서 <code>&str</code>이 스택에서 단일 <code>usize</code>인 포인터로 표현될 것으로 예상하는 것이 합리적이었습니다. 하지만 그렇지 않습니다. <code>&str</code>은 포인터 옆에 일부 <strong>메타데이터</strong>, 즉 포인터가 가리키는 슬라이스의 길이를 저장합니다. 이전 섹션의 예로 돌아가면 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut s = String::with_capacity(5); +s.push_str("Hello"); +// `String`에서 문자열 슬라이스 참조를 생성하고 첫 번째 바이트를 건너뜁니다. +let slice: &str = &s[1..]; +<span class="boring">}</span></code></pre></pre> +<p>메모리는 다음과 같습니다:</p> +<pre><code class="language-text"> s slice + +---------+--------+----------+ +---------+--------+ +Stack | pointer | length | capacity | | pointer | length | + | | | 5 | 5 | | | | 4 | + +----|----+--------+----------+ +----|----+--------+ + | s | + | | + v | + +---+---+---+---+---+ | +Heap: | H | e | l | l | o | | + +---+---+---+---+---+ | + ^ | + | | + +--------------------------------+ +</code></pre> +<p>무슨 일일까요?</p> +<h2 id="동적-크기-타입"><a class="header" href="#동적-크기-타입">동적 크기 타입</a></h2> +<p><code>str</code>은 <strong>동적 크기 타입</strong>(DST)입니다.<br /> +DST는 컴파일 타임에 크기를 알 수 없는 타입입니다. <code>&str</code>과 같은 DST에 대한 참조가 있을 때마다 참조가 가리키는 데이터에 대한 추가 정보를 포함해야 합니다. <strong>팻 포인터</strong>입니다.<br /> +<code>&str</code>의 경우 가리키는 슬라이스의 길이를 저장합니다. 뒤에서는 DST의 더 많은 예를 살펴보겠습니다.</p> +<h2 id="sized-트레잇"><a class="header" href="#sized-트레잇"><code>Sized</code> 트레잇</a></h2> +<p>Rust의 <code>std</code> 라이브러리는 <code>Sized</code>라는 트레잇을 정의합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Sized { + // 이것은 빈 특성이므로 구현할 메서드가 없습니다. +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일 타임에 크기가 알려지면 유형은 <code>Sized</code>입니다. 즉, DST가 아닙니다.</p> +<h3 id="marker-트레잇"><a class="header" href="#marker-트레잇">Marker 트레잇</a></h3> +<p><code>Sized</code>는 <strong>marker 트레잇</strong>의 첫 번째 예입니다.<br /> +marker 트레잇은 구현하는 데 메서드가 필요하지 않은 특성입니다. 어떤 행동도 정의하지 않습니다. 특정 속성이 있는 타입을 <strong>표시</strong>하는 역할만 합니다. 그런 다음 컴파일러는 표시를 활용하여 특정 동작이나 최적화를 활성화합니다.</p> +<h3 id="auto-트레잇"><a class="header" href="#auto-트레잇">Auto 트레잇</a></h3> +<p>사실, <code>Sized</code>도 <strong>auto 트레잇</strong>입니다.<br /> +명시적으로 구현할 필요가 없으며, 컴파일러가 타입의 정의를 기반으로 자동으로 구현해줍니다.</p> +<h3 id="예시"><a class="header" href="#예시">예시</a></h3> +<p>지금까지 우리가 본 모든 타입은 <code>Sized</code>입니다: <code>u32</code>, <code>String</code>, <code>bool</code> 등.</p> +<p>방금 본 것처럼 <code>str</code>은 <code>Sized</code>가 아닙니다.<br /> +하지만 <code>&str</code>은 <code>Sized</code>입니다! 우리는 컴파일 타임에 그 크기를 알고 있습니다. 두 개의 <code>usize</code>, 하나는 포인터용이고 다른 하나는 길이용입니다.</p> +<h2 id="예제-34"><a class="header" href="#예제-34">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/08_sized"><code>04_traits/08_sized</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="from과-into"><a class="header" href="#from과-into"><code>From</code>과 <code>Into</code></a></h1> +<p>문자열 여행이 시작된 곳으로 돌아가 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let ticket = Ticket::new("A title".into(), "A description".into(), "To-Do".into()); +<span class="boring">}</span></code></pre></pre> +<p>이제 우리는 <code>.into()</code>가 여기서 무엇을 하는지 이해할 만큼 충분히 알고 있습니다.</p> +<h2 id="문제-1"><a class="header" href="#문제-1">문제</a></h2> +<p>이것은 <code>new</code> 메서드의 시그니처입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn new(title: String, description: String, status: String) -> Self { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>문자열 리터럴(예: "A title")이 <code>&str</code> 타입이라는 것도 보았습니다. 여기서 타입 불일치가 발생합니다: <code>String</code>일것으로 예상하지만 우리는 <code>&str</code>을 가지고 있습니다. 이번에는 마법 같은 강제 변환이 우리를 구해주지 않을 것입니다; 우리는 직접 <strong>변환을 수행해야 합니다</strong>.</p> +<h2 id="from과-into-1"><a class="header" href="#from과-into-1"><code>From</code>과 <code>Into</code></a></h2> +<p>Rust 표준 라이브러리는 <code>std::convert</code> 모듈에서 <strong>무결한 변환</strong>에 대한 두 가지 트레잇, 즉 <code>From</code>과 <code>Into</code>를 정의합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait From<T>: Sized { + fn from(value: T) -> Self; +} + +pub trait Into<T>: Sized { + fn into(self) -> T; +} +<span class="boring">}</span></code></pre></pre> +<p>이러한 트레잇 정의는 이전에 보지 못한 몇 가지 개념인 <strong>슈퍼 트레잇</strong> 및 <strong>암시적 트레잇 바운드</strong>를 보여줍니다. 이것들을 먼저 살펴보겠습니다.</p> +<h3 id="슈퍼-트레잇--서브-트레잇"><a class="header" href="#슈퍼-트레잇--서브-트레잇">슈퍼 트레잇 / 서브 트레잇</a></h3> +<p><code>From: Sized</code> 구문은 <code>From</code>이 <code>Sized</code>의 <strong>서브 트레잇</strong>임을 의미합니다. <code>From</code>을 구현하는 모든 타입은 <code>Sized</code>도 구현해야 합니다. 또는 <code>Sized</code>가 <code>From</code>의 <strong>슈퍼 트레잇</strong>이라고 말할 수도 있습니다.</p> +<h3 id="암시적-트레잇-바운드"><a class="header" href="#암시적-트레잇-바운드">암시적 트레잇 바운드</a></h3> +<p>일반 타입 매개변수가 있을 때마다 컴파일러는 암시적으로 해당 매개변수가 <code>Sized</code>라고 가정합니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Foo<T> { + inner: T, +} +<span class="boring">}</span></code></pre></pre> +<p>실제로는 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Foo<T: Sized> +{ + inner: T, +} +<span class="boring">}</span></code></pre></pre> +<p><code>From<T></code>의 경우 트레잇 정의는 다음과 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait From<T: Sized>: Sized { + fn from(value: T) -> Self; +} +<span class="boring">}</span></code></pre></pre> +<p>즉, <code>T</code>와 <code>From<T></code>를 구현하는 유형은 <em>둘 다</em> <code>Sized</code>여야 합니다. 전자의 바운드가 암시적이라 할지라도 말이죠.</p> +<h3 id="네거티브-트레잇-바운드"><a class="header" href="#네거티브-트레잇-바운드">네거티브 트레잇 바운드</a></h3> +<p><strong>네거티브 트레잇 바운드</strong>를 사용하여 암시적 <code>Sized</code> 바운드를 제외할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Foo<T: ?Sized> { + // ^^^^^^^ + // 이게 네거티브 트레잇 바운드입니다 + inner: T, +} +<span class="boring">}</span></code></pre></pre> +<p>이 구문은 "<code>T</code>는 <code>Sized</code>일 수도 있고 아닐 수도 있음"으로 읽혀지며, 이를 통해 <code>T</code>를 DST(예: <code>Foo<str></code>)에 바인딩할 수 있습니다. 하지만 이것은 특별한 경우입니다. 네거티브 트레잇 바운드는 <code>Sized</code>에만 적용되며 다른 특성에는 사용할 수 없습니다.</p> +<h2 id="str을-string으로"><a class="header" href="#str을-string으로"><code>&str</code>을 <code>String</code>으로</a></h2> +<p><a href="https://doc.rust-lang.org/std/convert/trait.From.html#implementors"><code>std</code> 문서</a>에서 어떤 <code>std</code> 타입이 <code>From</code> 트레잇을 구현하는지 확인할 수 있습니다.<br /> +<code>String</code>은 <code>From<&str> for String</code>을 구현한다는 것을 알 수 있습니다. 따라서 우리는 다음과 같이 쓸 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let title = String::from("A title"); +<span class="boring">}</span></code></pre></pre> +<p>하지만 우리는 주로 <code>.into()</code>를 사용해 왔습니다.<br /> +<code>Into</code> 구현자를 확인해 보면 <code>Into<&str> for String</code>을 찾을 수 없습니다. 무슨 일일까요?</p> +<p><code>From</code>과 <code>Into</code>는 <strong>듀얼 트레잇</strong>입니다.<br /> +특히 <code>Into</code>는 <strong>블랭킷 구현</strong>을 사용하여 <code>From</code>을 구현하는 모든 타입에 대해 구현됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl<T, U> Into<U> for T +where + U: From<T>, +{ + fn into(self) -> U { + U::from(self) + } +} +<span class="boring">}</span></code></pre></pre> +<p>타입 <code>U</code>가 <code>From<T></code>를 구현하면, <code>Into<U> for T</code>는 자동으로 구현됩니다. 그래서 <code>let title = "A title".into();</code>와 같이 쓸 수 있는 것입니다.</p> +<h2 id="into"><a class="header" href="#into"><code>.into()</code></a></h2> +<p><code>.into()</code>를 볼 때마다 타입 간의 변환을 목격하고 있는 것입니다.<br /> +그런데 대상 타입은 무엇일까요?</p> +<p>대부분의 경우 대상 타입은 다음 중 하나입니다:</p> +<ul> +<li>함수/메서드의 시그니처로 지정된 것(예: 이전 예시의 <code>Ticket::new</code>)</li> +<li>변수 선언때 타입 어노테이션으로 명시된 것 (예:<code> let title: String = "A title".into();</code>)</li> +</ul> +<p><code>.into()</code>는 컴파일러가 모호함 없이 컨텍스트에서 대상 타입을 추론할 수 있다면 즉시 작동합니다.</p> +<h2 id="예제-35"><a class="header" href="#예제-35">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/09_from"><code>04_traits/09_from</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="제네릭과-연관된-타입"><a class="header" href="#제네릭과-연관된-타입">제네릭과 연관된 타입</a></h1> +<p>지금까지 공부한 두 가지 트레잇인 <code>From</code>과 <code>Deref</code>에 대한 정의를 다시 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait From<T> { + fn from(value: T) -> Self; +} + +pub trait Deref { + type Target; + + fn deref(&self) -> &Self::Target; +} +<span class="boring">}</span></code></pre></pre> +<p>둘 다 기능 유형 매개변수입니다.<br /> +<code>From</code>의 경우에는 제네릭 매개변수인 <code>T</code>입니다.<br /> +<code>Deref</code>의 경우 연관된 타입인 <code>Target</code>입니다.</p> +<p>뭐가 다를까요? 왜 두 개를 구분해서 쓸까요?</p> +<h2 id="최대-1개의-구현"><a class="header" href="#최대-1개의-구현">최대 1개의 구현</a></h2> +<p>Deref coercion가 작동하는 방식으로 인해 특정 타입에 대해 하나의 "대상" 타입만 존재해야합니다. 예: <code>String</code>은 <code>str</code>로만 역참조될 수 있습니다. 모호함을 피하기 위함입니다. 한 타입에 대해 <code>Deref</code>를 여러 번 구현할 수 있다면 <code>&self</code> 메서드를 호출할 때 컴파일러가 어떤 <code>Target</code> 타입을 선택해야 할까요?</p> +<p>이것이 <code>Deref</code>가 연관 타입인 <code>Target</code>을 사용하는 이유입니다.<br /> +연관 타입은 <strong>특성 구현에 의해</strong> 고유하게 결정됩니다. <code>Deref</code>를 두 번 이상 구현할 수 없기 때문에 주어진 타입에 대해 하나의 <code>Target</code>만 지정할 수 있으며 모호성은 없습니다.</p> +<h2 id="제네릭-트레잇"><a class="header" href="#제네릭-트레잇">제네릭 트레잇</a></h2> +<p>반면에 <strong>입력 타입 <code>T</code>가 다른 한</strong> 한 타입에 대해 <code>From</code>을 여러 번 구현할 수 있습니다. 예를 들어 <code>u32</code>와 <code>u16</code>을 모두 입력 타입으로 사용하여 <code>WrappingU32</code>에 대해 <code>From</code>을 구현할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl From<u32> for WrappingU32 { + fn from(value: u32) -> Self { + WrappingU32 { inner: value } + } +} + +impl From<u16> for WrappingU32 { + fn from(value: u16) -> Self { + WrappingU32 { inner: value.into() } + } +} +<span class="boring">}</span></code></pre></pre> +<p>이는 <code>From<u16></code>과 <code>From<u32></code>가 <strong>다른 트레잇</strong>으로 간주되기 때문에 작동합니다.<br /> +모호성은 없습니다. 컴파일러는 변환되는 값의 타입에 따라 사용할 구현을 결정할 수 있습니다.</p> +<h2 id="사례-연구-add"><a class="header" href="#사례-연구-add">사례 연구: <code>Add</code></a></h2> +<p>마지막 예로, 표준 라이브러리의 <code>Add</code> 트레잇을 생각해봅시다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Add<RHS = Self> { + type Output; + + fn add(self, rhs: RHS) -> Self::Output; +} +<span class="boring">}</span></code></pre></pre> +<p>두 가지 메커니즘을 모두 사용합니다:</p> +<ul> +<li>여기에는 <code>RHS</code>(오른쪽)라는 제네릭 매개변수가 있으며 기본값은 <code>Self</code>입니다</li> +<li>여기에는 덧셈의 결과 타입인 <code>Output</code>이라는 연관 타입이 있습니다</li> +</ul> +<h3 id="rhs"><a class="header" href="#rhs"><code>RHS</code></a></h3> +<p><code>RHS</code>는 다양한 타입을 함께 더할 수 있는 제네릭 매개변수입니다.<br /> +예를 들어 표준 라이브러리에서 다음 두 가지 구현을 찾을 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Add<u32> for u32 { + type Output = u32; + + fn add(self, rhs: u32) -> u32 { + // ^^^ + // 대신 `Self::Output`으로 쓸 수도 있습니다. + // 여기에 지정한 타입이 + // 바로 위의 `Output`에 할당한 + // 타입과 일치하는 한 컴파일러는 상관하지 않습니다. + // [...] + } +} + +impl Add<&u32> for u32 { + type Output = u32; + + fn add(self, rhs: &u32) -> u32 { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>이를 통해 다음 코드를 컴파일할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 5u32 + &5u32 + 6u32; +<span class="boring">}</span></code></pre></pre> +<p>왜냐하면 <code>u32</code>는 <code>Add<u32></code> <em>뿐만 아니라</em> <code>Add<&u32></code>도 구현하기 때문입니다.</p> +<h3 id="output"><a class="header" href="#output"><code>Output</code></a></h3> +<p>'Output'은 덧셈 결과의 타입을 나타냅니다.</p> +<p>애초에 <code>Output</code>이 필요한 이유는 무엇입니까? <code>Self</code>를 아웃풋으로 <code>Add</code>를 구현하는 타입으로 사용할 수는 없나요? 할 수는 있지만 트레잇의 유연성이 제한됩니다. 예를 들어 표준 라이브러리에서는 다음과 같은 구현을 찾을 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Add<&u32> for &u32 { + type Output = u32; + + fn add(self, rhs: &u32) -> u32 { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>트레잇을 구현하는 타입은 <code>&u32</code>이지만 덧셈 결과는 <code>u32</code>입니다.<br /> +<code>add</code>가 <code>Self</code>를 반환해야 한다면(예: 이 경우 <code>&u32</code>) 이 구현을 제공하는 것은 불가능<sup class="footnote-reference"><a href="#flexible">1</a></sup>합니다. <code>Output</code>을 사용하면 <code>std</code>가 구현자를 반환 타입에서 분리하여 이 케이스를 지원합니다.</p> +<p>반면에 <code>Output</code>은 제네릭 매개변수가 될 수 없습니다. 연산의 출력 타입은 피연산자의 타입을 알고 나면 <strong>반드시</strong> 고유하게 결정되어야 합니다. 이것이 연관 타입인 이유입니다. 구현자와 제네릭 매개변수의 특정 조합에 대해 <code>Output</code> 타입은 하나만 존재합니다.</p> +<h2 id="결론"><a class="header" href="#결론">결론</a></h2> +<p>요약하자면:</p> +<ul> +<li>특정 트레잇 구현에 대해 타입을 고유하게 결정해야 하는 경우 <strong>연관 타입</strong>을 사용하세요.</li> +<li>다양한 입력 타입을 사용하여 동일한 타입에 대한 트레잇의 여러 구현을 허용하려면 <strong>제네릭 매개변수</strong>를 사용하세요.</li> +</ul> +<div class="footnote-definition" id="flexible"><sup class="footnote-definition-label">1</sup> +<p>유연성이 공짜인 경우는 거의 없습니다. 트레잇 정의는 'Output'으로 인해 더 복잡하며 구현자는 반환하려는 항목에 대해 추론해야 합니다. 유연성이 실제로 필요한 경우에만 절충이 정당화됩니다. 자신만의 트레잇을 디자인할 때 이 점을 명심하세요.</p> +</div> +<h2 id="예제-36"><a class="header" href="#예제-36">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/10_assoc_vs_generic"><code>04_traits/10_assoc_vs_generic</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="값-복사-pt-1"><a class="header" href="#값-복사-pt-1">값 복사, pt. 1</a></h1> +<p>이전 장에서는 소유권과 차용에 대해 소개했습니다.<br /> +우리는 특히 다음과 같이 말했습니다:</p> +<ul> +<li>Rust의 모든 값은 언제든지 단일 소유자를 갖습니다.</li> +<li>함수가 값의 소유권을 가져오면("사용함") 호출자는 더 이상 해당 값을 사용할 수 없습니다.</li> +</ul> +<p>이러한 제한은 다소 제한적일 수 있습니다.<br /> +때로는 값의 소유권을 갖는 함수를 호출해야 할 수도 있지만 나중에 그 값을 사용해야 하는 경우도 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn consumer(s: String) { /* */ } + +fn example() { + let mut s = String::from("hello"); + consumer(s); + s.push_str(", world!"); // 오류: 소유권 이전 후 빌린 값 +} +<span class="boring">}</span></code></pre></pre> +<p>이곳이 바로 <code>Clone</code>이 필요한 곳입니다.</p> +<h2 id="clone"><a class="header" href="#clone"><code>Clone</code></a></h2> +<p><code>Clone</code>은 Rust의 표준 라이브러리에 정의된 트레잇입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Clone { + fn clone(&self) -> Self; +} +<span class="boring">}</span></code></pre></pre> +<p>해당 메서드 <code>clone</code>은 <code>self</code>에 대한 참조를 가져와 동일한 타입의 새로운 <strong>소유</strong> 인스턴스를 반환합니다.</p> +<h2 id="사용-사례"><a class="header" href="#사용-사례">사용 사례</a></h2> +<p>위의 예시로 돌아가서, <code>consumer</code>를 호출하기 전에 <code>clone</code>을 사용하여 새로운 <code>String</code> 인스턴스를 생성할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn consumer(s: String) { /* */ } + +fn example() { + let mut s = String::from("hello"); + let t = s.clone(); + consumer(t); + s.push_str(", world!"); // 오류 없음 +} +<span class="boring">}</span></code></pre></pre> +<p><code>s</code>의 소유권을 <code>consumer</code>에 부여하는 대신, 새로운 <code>String</code>을 생성하고(<code>s</code>를 복제하여) 이를 대신 <code>consumer</code>에 제공합니다.<br /> +<code>s</code>는 <code>consumer</code>를 호출한 후에도 유효하고 사용 가능한 상태로 유지됩니다.</p> +<h2 id="메모리에서는"><a class="header" href="#메모리에서는">메모리에서는</a></h2> +<p>위 예제에서 메모리에서 무슨 일이 일어났는지 살펴봅시다. <code>let mut s: String::from("hello");</code>가 실행되면, 메모리는 다음과 같습니다:</p> +<pre><code class="language-text"> s + +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 5 | 5 | + +--|------+--------+----------+ + | + | + v + +---+---+---+---+---+ +Heap: | H | e | l | l | o | + +---+---+---+---+---+ +</code></pre> +<p><code>let t = s.clone()</code>이 실행되면 데이터 복사본을 저장하기 위해 완전히 새로운 영역이 힙에 할당됩니다:</p> +<pre><code class="language-text"> s t + +---------+--------+----------+ +---------+--------+----------+ +Stack | pointer | length | capacity | | pointer | length | capacity | + | | | 5 | 5 | | | | 5 | 5 | + +--|------+--------+----------+ +--|------+--------+----------+ + | | + | | + v v + +---+---+---+---+---+ +---+---+---+---+---+ +Heap: | H | e | l | l | o | | H | e | l | l | o | + +---+---+---+---+---+ +---+---+---+---+---+ +</code></pre> +<p>Java와 같은 언어를 사용하는 경우 <code>clone</code>을 객체의 전체 복사본을 만드는 방법으로 생각할 수 있습니다.</p> +<h2 id="clone-구현"><a class="header" href="#clone-구현"><code>Clone</code> 구현</a></h2> +<p><code>Clone</code> 타입을 가능하게 만들려면 <code>Clone</code> 트레잇을 구현해야 합니다.<br /> +거의 항상 <code>Clone</code>은 파생 매크로로 구현합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(Clone)] +struct MyType { + // 필드 +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 예상대로 <code>MyType</code>에 대해 <code>Clone</code>을 구현합니다. 즉, <code>MyType</code>의 각 필드를 개별적으로 복제한 다음 복제된 필드를 사용하여 새로운 <code>MyType</code> 인스턴스를 구성합니다.<br /> +<code>cargo expand</code>(또는 IDE)를 사용하여 <code>파생</code> 매크로에 의해 생성된 코드를 탐색할 수 있다는 점을 기억하세요.</p> +<h2 id="예제-37"><a class="header" href="#예제-37">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/11_clone"><code>04_traits/11_clone</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="값-복사-pt-2"><a class="header" href="#값-복사-pt-2">값 복사, pt. 2</a></h1> +<p>이전과 동일한 예를 약간 변형하여 살펴보겠습니다. 타입으로 <code>String</code> 대신 <code>u32</code>를 사용하는 것입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn consumer(s: u32) { /* */ } + +fn example() { + let s: u32 = 5; + consumer(s); + let t = s + 1; +} +<span class="boring">}</span></code></pre></pre> +<p>오류 없이 컴파일됩니다! 여기서 무슨 일이 일어나고 있는 걸까요? <code>.clone()</code> 없이도 작동하도록 하는 <code>String</code>과 <code>u32</code>의 차이점은 무엇일까요?</p> +<h2 id="copy"><a class="header" href="#copy"><code>Copy</code></a></h2> +<p><code>Copy</code>는 Rust의 표준 라이브러리에 정의된 또 다른 트레잇입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Copy: Clone { } +<span class="boring">}</span></code></pre></pre> +<p>이는 <code>Sized</code>와 마찬가지로 마커 트레잇입니다.</p> +<p>타입이 <code>Copy</code>를 구현하는 경우 해당 타입의 새 인스턴스를 생성하기 위해 <code>.clone()</code>을 호출할 필요가 없습니다. Rust가 이를 <strong>암시적으로</strong> 수행합니다.<br /> +<code>u32</code>는 <code>Copy</code>를 구현하는 타입의 예입니다. 이것이 위의 예가 오류 없이 컴파일되는 이유입니다. <code>consumer(s)</code>가 호출되면 Rust가 <code>s</code>를 <strong>비트 단위 복사</strong>해 새로운 <code>u32</code> 인스턴스를 생성합니다. 그리고 그 새 인스턴스를 <code>consumer</code>에 전달합니다. 이 모든 일은 사용자가 아무것도 하지 않아도 이루어집니다.</p> +<h2 id="copy란-무엇일까요"><a class="header" href="#copy란-무엇일까요"><code>Copy</code>란 무엇일까요?</a></h2> +<p><code>Copy</code>는 "자동 복제"를 의미하지만 "자동 복제"와 동일하지 않습니다.<br /> +<code>Copy</code> 구현을 허용하려면 타입이 몇 가지 요구 사항을 충족해야 합니다.</p> +<p>우선 <code>Copy</code>는 <code>Clone</code>의 하위 특성이므로 <code>Clone</code>을 구현해야 합니다. 이는 말이 됩니다: Rust가 <em>암시적으로</em> 타입의 새 인스턴스를 생성할 수 있다면 <code>.clone()</code>을 호출하여 <em>명시적으로</em> 새 인스턴스를 생성할 수도 있어야 합니다.</p> +<p>하지만 그게 전부는 아닙니다. 몇 가지 조건이 더 충족되어야 합니다:</p> +<ol> +<li>타입이 메모리에서 차지하는 <code>std::mem::size_of</code> 바이트를 초과하는 <em>추가</em> 리소스(예: 힙 메모리, 파일 핸들 등)를 관리하지 않아야합니다.</li> +<li>타입이 변경 가능한 참조(<code>&mut T</code>)가 아니어야합니다.</li> +</ol> +<p>두 조건이 모두 충족되면 Rust는 원래 인스턴스의 <strong>비트 복사</strong>를 수행하여 해당 타입의 새 인스턴스를 안전하게 생성할 수 있습니다. 이는 C 표준 라이브러리의 <code>memcpy</code> 작업이라고도 합니다. 비트 단위 복사를 수행합니다.</p> +<h3 id="사례-연구-1-string"><a class="header" href="#사례-연구-1-string">사례 연구 1: <code>String</code></a></h3> +<p><code>String</code>은 <code>Copy</code>를 구현하지 않는 타입입니다.<br /> +왜일까요? 추가 리소스, 즉 문자열의 데이터를 저장하는 힙 할당 메모리 버퍼를 관리하기 때문입니다.</p> +<p>Rust가 <code>String</code>이 <code>Copy</code>를 구현하도록 허용했다고 상상해 봅시다.<br /> +그런 다음 원본 인스턴스의 비트 단위 복사를 수행하여 새 <code>String</code> 인스턴스가 생성되면 원본 인스턴스와 새 인스턴스 모두 동일한 메모리 버퍼를 가리킵니다:</p> +<pre><code class="language-text"> s copied_s ++---------+--------+----------+ +---------+--------+----------+ +| pointer | length | capacity | | pointer | length | capacity | +| | | 5 | 5 | | | | 5 | 5 | ++--|------+--------+----------+ +--|------+--------+----------+ + | | + | | + v | + +---+---+---+---+---+ | + | H | e | l | l | o | | + +---+---+---+---+---+ | + ^ | + | | + +------------------------------------+ +</code></pre> +<p>이건 잘못되었습니다! 두 <code>String</code> 인스턴스 모두 스코프를 벗어날 때 메모리 버퍼를 해제하려고 시도하여 더블 프리 오류가 발생합니다. 또한 동일한 메모리 버퍼를 가리키는 두 개의 서로 다른 <code>&mut String</code> 참조를 생성하여 Rust의 차용 규칙을 위반할 수도 있습니다.</p> +<h3 id="사례-연구-2-u32"><a class="header" href="#사례-연구-2-u32">사례 연구 2: <code>u32</code></a></h3> +<p><code>u32</code>는 <code>Copy</code>를 구현합니다. 실제로 모든 정수 타입이 그렇습니다.<br /> +정수는 메모리의 숫자를 나타내는 "그냥" 바이트입니다. 그게 전부입니다! 해당 바이트를 복사하면 완벽하게 유효한 또 다른 정수 인스턴스를 얻게 됩니다. 나쁜 일은 일어날 수 없으므로 Rust는 그것을 허용합니다.</p> +<h3 id="사례-연구-3-mut-u32"><a class="header" href="#사례-연구-3-mut-u32">사례 연구 3: <code>&mut u32</code></a></h3> +<p>소유권과 변경 가능한 차용을 소개할 때 우리는 한 가지 규칙을 아주 명확하게 명시했습니다. 즉, 주어진 시간에 값의 변경 가능한 차용은 _하나_만 있을 수 있다는 것입니다.<br /> +이것이 <code>u32</code>가 <code>Copy</code>를 구현하더라도 <code>&mut u32</code>는 <code>Copy</code>를 구현하지 않는 이유입니다.</p> +<p><code>&mut u32</code>가 <code>Copy</code>를 구현한 경우 동일한 값에 대한 여러 개의 변경 가능한 참조를 생성하고 동시에 여러 위치에서 수정할 수 있습니다. 그것은 Rust의 차용 규칙을 위반하는 것입니다! 따라서 <code>&mut T</code>는 <code>T</code>가 무엇이든 관계없이 <code>Copy</code>를 구현하지 않습니다.</p> +<h2 id="copy-구현"><a class="header" href="#copy-구현"><code>Copy</code> 구현</a></h2> +<p>대부분의 경우 <code>Copy</code>를 수동으로 구현할 필요가 없습니다. 다음과 같이 파생시킬 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(Copy, Clone)] +struct MyStruct { + field: u32, +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-38"><a class="header" href="#예제-38">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/12_copy"><code>04_traits/12_copy</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="drop-트레잇"><a class="header" href="#drop-트레잇"><code>Drop</code> 트레잇</a></h1> +<p><a href="04_traits/../03_ticket_v1/11_destructor.html">소멸자</a>를 소개했을 때 <code>drop</code> 함수에 대해 언급했습니다:</p> +<ol> +<li>해당 타입이 차지하는 메모리를 회수합니다(예: <code>std::mem::size_of</code> 바이트).</li> +<li>값이 관리할 수 있는 추가 리소스를 정리합니다(예: <code>String</code>의 힙 버퍼).</li> +</ol> +<p>Step 2.는 <code>Drop</code> 트레잇이 필요한 곳입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Drop { + fn drop(&mut self); +} +<span class="boring">}</span></code></pre></pre> +<p><code>Drop</code> 트레잇은 컴파일러가 자동으로 수행하는 것 이상으로 타입에 대한 <em>추가</em> 정리 논리를 정의하는 메커니즘입니다.<br /> +'drop' 메서드에 무엇을 넣었든 값이 스코프를 벗어나면 실행됩니다.</p> +<h2 id="drop과-copy"><a class="header" href="#drop과-copy"><code>Drop</code>과 <code>Copy</code></a></h2> +<p><code>Copy</code> 트레잇에 대해 이야기할 때, 메모리에서 차지하는 <code>std::mem::size_of</code> 바이트를 초과하는 추가 리소스를 관리하는 경우 타입은 <code>Copy</code>를 구현할 수 없다고 말했습니다.</p> +<p>타입이 추가 리소스를 관리하는지 여부를 컴파일러가 어떻게 알 수 있는지 궁금할 것입니다. 맞습니다: <code>Drop</code> 트레잇 구현입니다!<br /> +타입에 명시적인 <code>Drop</code> 구현이 있는 경우 컴파일러는 타입에 추가 리소스가 첨부되어 있다고 가정하고 <code>Copy</code> 구현을 허용하지 않습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이것은 단위 구조체, 즉 필드가 없는 구조체입니다. +#[derive(Clone, Copy)] +struct MyType; + +impl Drop for MyType { + fn drop(&mut self) { + // 여기서는 아무것도 할 필요가 없습니다. + // "빈" Drop 구현만 있으면 충분합니다. + } +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 다음 오류 메시지를 표시합니다:</p> +<pre><code class="language-text">error[E0184]: the trait `Copy` cannot be implemented for this type; the type has a destructor + --> src/lib.rs:2:17 + | +2 | #[derive(Clone, Copy)] + | ^^^^ `Copy` not allowed on types with destructors +</code></pre> +<h2 id="예제-39"><a class="header" href="#예제-39">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/13_drop"><code>04_traits/13_drop</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="마무리-1"><a class="header" href="#마무리-1">마무리</a></h1> +<p>우리는 이번 장에서 꽤 많은 다른 트레잇들을 다루었습니다. 하지만 우리는 표면적인 부분만 살펴봤습니다! 기억할 것이 많다고 느껴질 수도 있지만 걱정하지 마십시오. Rust 코드를 작성할 때 이러한 트레잇을 아주 많이 접하게 되므로 곧 본능이 될 것입니다.</p> +<h2 id="생각-정리"><a class="header" href="#생각-정리">생각 정리</a></h2> +<p>트레잇은 강력하지만 남용하지 마십시오.<br /> +명심해야 할 몇 가지 지침:</p> +<ul> +<li>항상 단일 타입으로 호출되는 함수를 제네릭 함수로 만들지 마십시오. 코드베이스에 간접 참조가 도입되어 이해하고 유지 관리가 더 어려워집니다.</li> +<li>구현이 하나만 있는 경우 트레잇을 생성하지 마세요. 트레잇이 필요하지 않다는 신호입니다.</li> +<li>필요할 때마다 타입에 대한 표준 특성을 구현하십시오(<code>Debug</code>, <code>PartialEq</code> 등). 이는 타입을 더욱 관용적이고 작업하기 쉽게 만들어 표준 라이브러리 및 생태계 상자에서 제공하는 많은 기능을 사용할 수 있게 합니다.</li> +<li>외부 생태계의 기능이 필요한 경우 외부 크레이트의 트레잇을 구현하세요.</li> +<li>테스트에서 mock만을 위해 코드를 일반화하지 않도록 주의하세요. 이 접근 방식의 유지 관리 비용은 높을 수 있으므로 다른 테스트 전략을 사용하는 것이 더 나은 경우가 많습니다. 고충실도 테스트에 대한 자세한 내용은 <a href="https://github.com/mainmatter/rust-advanced-testing-workshop">testing masterclass</a>를 확인하세요.</li> +</ul> +<h2 id="지식-테스트"><a class="header" href="#지식-테스트">지식 테스트</a></h2> +<p>계속 진행하기 전에 마지막 예제을 통해 배운 내용을 통합해 보겠습니다. 이번에는 최소한의 지침만 제공됩니다. 예제 설명과 가이드할 테스트만 제공됩니다.</p> +<h2 id="예제-40"><a class="header" href="#예제-40">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/04_traits/14_outro"><code>04_traits/14_outro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="ticket-모델링-pt-2"><a class="header" href="#ticket-모델링-pt-2">Ticket 모델링, pt. 2</a></h1> +<p>이전 장에서 작업한 <code>Ticket</code> 구조체는 좋은 시작이지만 여전히 "나는 초보자 Rustacean입니다!"라고 티를 냅니다.</p> +<p>우리는 이 장에서 Rust 도메인 모델링 기술을 개선할 것입니다. 그 과정에서 몇 가지 개념을 더 소개해야 합니다:</p> +<ul> +<li>데이터 모델링을 위한 Rust의 가장 강력한 기능 중 하나인 <code>enum</code></li> +<li>Null 허용 값을 모델링하는 <code>Option</code> 타입</li> +<li>복구 가능한 오류를 모델링하기 위한 <code>Result</code> 타입</li> +<li>프린트용 <code>Debug</code> 및 <code>Display</code> 트레잇</li> +<li>오류 타입을 표시하는 <code>Error</code> 트레잇</li> +<li>오류가 있는 변환을 위한 <code>TryFrom</code>과 <code>TryInto</code> 트레잇</li> +<li>Rust의 패키지 시스템, 라이브러리가 무엇인지, 바이너리가 무엇인지, 외부 크레이트를 사용하는 방법을 설명합니다</li> +</ul> +<h2 id="예제-41"><a class="header" href="#예제-41">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/00_intro"><code>05_ticket_v2/00_intro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="열거"><a class="header" href="#열거">열거</a></h1> +<p><a href="05_ticket_v2/../03_ticket_v1/02_validation.html">이전 장에서</a> 작성한 유효성 검사 로직에 따르면 티켓에는 <code>To-Do</code>, <code>InProgress</code>, <code>Done</code> 등 몇 가지 유효한 상태만 있습니다.<br /> +<code>Ticket</code> 구조체의 <code>status</code> 필드나 <code>new</code> 메소드의 <code>status</code> 매개변수 타입을 보면 이는 명확하지 않습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(Debug, PartialEq)] +pub struct Ticket { + title: String, + description: String, + status: String, +} + +impl Ticket { + pub fn new(title: String, description: String, status: String) -> Self { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>두 경우 모두 <code>status</code> 필드를 나타내기 위해 <code>String</code>을 사용하고 있습니다. <code>String</code>은 매우 일반적인 타입입니다. <code>status</code> 필드에 가능한 값이 제한되어 있다는 정보를 직관적으로 알려주지 않습니다. 더 나쁜 것은 <code>Ticket::new</code> 호출자는 자신이 제공한 상태가 유효한지 <strong>런타임</strong>에서만 알아낼 수 있다는 것입니다.</p> +<p><strong>열거</strong>를 사용하면 그보다 더 나은 작업을 수행할 수 있습니다.</p> +<h2 id="enum"><a class="header" href="#enum"><code>enum</code></a></h2> +<p>열거형은 <strong>variants</strong>이라고 불리는 고정된 값 집합을 가질 수 있는 타입입니다.<br /> +Rust에서는 <code>enum</code> 키워드를 사용하여 열거형을 정의합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Status { + ToDo, + InProgress, + Done, +} +<span class="boring">}</span></code></pre></pre> +<p><code>enum</code>은 <code>struct</code>와 마찬가지로 <strong>새로운 Rust 타입</strong>을 정의합니다.</p> +<h2 id="예제-42"><a class="header" href="#예제-42">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/01_enum"><code>05_ticket_v2/01_enum</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="match"><a class="header" href="#match"><code>match</code></a></h1> +<p>열거형을 사용하여 실제로 <strong>할 수 있는</strong> 작업이 무엇인지 궁금하실 것입니다.<br /> +가장 일반적인 작업은 <strong>match</strong>입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Status { + ToDo, + InProgress, + Done +} + +impl Status { + fn is_done(&self) -> bool { + match self { + Status::Done => true, + // `|` 연산자를 사용하면 여러 패턴을 일치시킬 수 있습니다. + // "`Status::ToDo` 또는 `Status::InProgress`"로 인식합니다. + Status::InProgress | Status::ToDo => false + } + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>match</code> 문은 러스트 값을 여러 패턴과 비교할 수 있는 구문입니다. 타입 수준에서 볼 때, 이는 if문으로 볼 수 있습니다. 만약 <code>status</code>가 <code>Done</code> 배리언트라면 첫 번째 블록을 실행하고, <code>InProgress</code> 또는 <code>ToDo</code> 배리언트라면 두 번째 블록을 실행합니다.</p> +<h2 id="철저함"><a class="header" href="#철저함">철저함</a></h2> +<p>여기에는 한 가지 중요한 세부 사항이 있습니다: <code>match</code>는 <strong>완전</strong>하다는 것입니다. 모든 열거형 배리언트를 처리해야 합니다.<br /> +배리언트 처리를 깜빡하면 Rust는 <strong>컴파일 타임</strong>에 오류로 인해 중지됩니다.</p> +<p>예: <code>ToDo</code> 배리언트를 처리하는 것을 깜빡한 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match self { + Status::Done => true, + Status::InProgress => false, +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 다음과 같이 불평할 것입니다:</p> +<pre><code class="language-text">error[E0004]: non-exhaustive patterns: `ToDo` not covered + --> src/main.rs:5:9 + | +5 | match status { + | ^^^^^^^^^^^^ pattern `ToDo` not covered +</code></pre> +<p>이건 큰일이에요!<br /> +코드베이스는 시간이 지남에 따라 발전합니다. <code>Blocked</code>같은 새로운 상태를 추가할 수도 있습니다. Rust 컴파일러는 새로운 배리언트에 대한 로직이 누락된 모든 <code>match</code> 문에 대해 오류를 내보냅니다. 이것이 바로 Rust 개발자들이 종종 "컴파일러 중심 리팩토링"을 칭찬하는 이유입니다. 컴파일러는 다음에 수행할 작업을 알려주고, 알려준 작업을 수행하기만 하면 됩니다.</p> +<h2 id="catch-all"><a class="header" href="#catch-all">Catch-all</a></h2> +<p>하나 이상의 배리언트에 관심이 없다면 <code>_</code> 패턴을 포괄적으로 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match status { + Status::Done => true, + _ => false +} +<span class="boring">}</span></code></pre></pre> +<p><code>_</code> 패턴은 이전 패턴과 일치하지 않는 모든 항목과 일치합니다.</p> +<h2 id="예제-43"><a class="header" href="#예제-43">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/02_match"><code>05_ticket_v2/02_match</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="배리언트는-데이터를-가질-수-있습니다"><a class="header" href="#배리언트는-데이터를-가질-수-있습니다">배리언트는 데이터를 가질 수 있습니다</a></h1> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Status { + ToDo, + InProgress, + Done, +} +<span class="boring">}</span></code></pre></pre> +<p>우리의 <code>Status</code> 열거형은 일반적으로 <strong>C 스타일 열거형</strong>이라고 불리는 것입니다.<br /> +각 변형은 명명된 상수와 약간 유사한 간단한 레이블입니다. C, C++, Java, C#, Python 등과 같은 많은 프로그래밍 언어에서 이러한 종류의 열거형을 찾을 수 있습니다.</p> +<p>Rust 열거형은 더 나아갈 수 있습니다. <strong>각 배리언트에 데이터를 첨부</strong>할 수 있습니다.</p> +<h2 id="배리언트"><a class="header" href="#배리언트">배리언트</a></h2> +<p>현재 티켓 작업을 하고 있는 사람의 이름을 저장하고 싶다고 가정해 보겠습니다.<br /> +티켓이 진행 중인 경우에만 이 정보를 얻을 수 있습니다. 할 일 티켓이나 완료된 티켓에는 존재하지 않습니다. <code>InProgress</code> 배리언트에 <code>String</code> 필드를 연결하여 이를 모델링할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Status { + ToDo, + InProgress { + assigned_to: String, + }, + Done, +} +<span class="boring">}</span></code></pre></pre> +<p><code>InProgress</code>는 이제 <strong>구조체 유사 배리언트</strong>입니다.<br /> +실제로 구문은 구조체를 정의하는 데 사용한 구문을 사용합니다. 즉, 배리언트로 열거형 내부에 "인라인"되어 있을 뿐입니다.</p> +<h2 id="배리언트-데이터에-액세스"><a class="header" href="#배리언트-데이터에-액세스">배리언트 데이터에 액세스</a></h2> +<p><code>Status</code> 인스턴스의 <code>assigned_to</code>에 액세스하려고 하면,</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let status: Status = /* */; + +// 컴파일되지 않습니다 +println!("Assigned to: {}", status.assigned_to); +<span class="boring">}</span></code></pre></pre> +<p>컴파일러가 우리를 막을 것입니다:</p> +<pre><code class="language-text">error[E0609]: no field `assigned_to` on type `Status` + --> src/main.rs:5:40 + | +5 | println!("Assigned to: {}", status.assigned_to); + | ^^^^^^^^^^^ unknown field +</code></pre> +<p><code>assigned_to</code>는 <strong>특정 배리언트</strong>에 대한 것이므로 모든 <code>Status</code> 인스턴스에서 사용할 수는 없습니다.<br /> +<code>assigned_to</code>에 액세스하려면 <strong>패턴 매칭</strong>을 사용해야 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match status { + Status::InProgress { assigned_to } => { + println!("Assigned to: {}", assigned_to); + }, + Status::ToDo | Status::Done => { + println!("Done"); + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="바인딩"><a class="header" href="#바인딩">바인딩</a></h2> +<p><code>Status::InProgress { assigned_to }</code>매치 패턴에서, <code>assigned_to</code>는 <strong>바인딩</strong>입니다.<br /> +우리는 <code>Status::InProgress</code> 배리언트를 <strong>구조 분해</strong>하고 <code>assigned_to</code> 필드를 <code>assigned_to</code>라는 새 변수에 바인딩합니다.<br /> +원한다면 필드를 다른 변수 이름에 바인딩할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match status { + Status::InProgress { assigned_to: person } => { + println!("Assigned to: {}", person); + }, + Status::ToDo | Status::Done => { + println!("Done"); + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-44"><a class="header" href="#예제-44">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/03_variants_with_data"><code>05_ticket_v2/03_variants_with_data</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="간결한-분기"><a class="header" href="#간결한-분기">간결한 분기</a></h1> +<p>이전 예제에 대한 솔루션은 아마도 다음과 같을 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn assigned_to(&self) -> &str { + match &self.status { + Status::InProgress { assigned_to } => assigned_to, + Status::Done | Status::ToDo => { + panic!("`In-Progress` 티켓만 누군가에게 할당될 수 있습니다"), + } + } + } +} +<span class="boring">}</span></code></pre></pre> +<p>우린 <code>Status::InProgress</code> 배리언트에만 관심이 있습니다. 꼭 다른 모든 배리언트를 매칭해야할까요?</p> +<p>우리를 구원할 새로운 친구입니다!</p> +<h2 id="if-let"><a class="header" href="#if-let"><code>if let</code></a></h2> +<p><code>if let</code> 구조를 사용하면 다른 모든 배리언트를 처리할 필요 없이 열거형의 단일 배리언트를 매칭할 수 있습니다.</p> +<p><code>assigned_to</code> 메서드를 단순화하기 위해 <code>if let</code>을 사용하는 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn assigned_to(&self) -> &str { + if let Status::InProgress { assigned_to } = &self.status { + assigned_to + } else { + panic!("`In-Progress` 티켓만 누군가에게 할당될 수 있습니다"); + } + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="letelse"><a class="header" href="#letelse"><code>let/else</code></a></h2> +<p><code>else</code> 분기가 일찍 반환되도록 의도된 경우(패닉은 조기 반환으로 간주됩니다!) <code>let/else</code> 구문을 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn assigned_to(&self) -> &str { + let Status::InProgress { assigned_to } = &self.status else { + panic!("`In-Progress` 티켓만 누군가에게 할당될 수 있습니다"); + }; + assigned_to + } +} +<span class="boring">}</span></code></pre></pre> +<p>이를 통해 "오른쪽 드리프트"를 발생시키지 않고 구조 해제된 변수를 할당할 수 있습니다. 즉, 변수는 이전 코드와 동일한 들여쓰기 수준에서 할당됩니다.</p> +<h2 id="스타일"><a class="header" href="#스타일">스타일</a></h2> +<p><code>if let</code>과 <code>let/else</code>는 둘 다 관용적인 Rust 구문입니다.<br /> +코드의 가독성을 높이기 위해 적절하다고 생각되는 대로 사용하되, 너무 과도하게 사용하지 마세요. <code>match</code>는 항상 필요할 때 그 자리에 있으니까요.</p> +<h2 id="예제-45"><a class="header" href="#예제-45">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/04_if_let"><code>05_ticket_v2/04_if_let</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="null-가능성nullability"><a class="header" href="#null-가능성nullability">Null 가능성(Nullability)</a></h1> +<p><code>assigned</code> 메소드의 구현은 상당히 무뚝뚝합니다. to-do 상태의 티켓과 완료된 티켓에 대해 패닉하는 것은 이상적이지 않습니다.<br /> +<strong>Rust의 <code>Option</code> 타입</strong>을 사용하면 더 나은 결과를 얻을 수 있습니다.</p> +<h2 id="option"><a class="header" href="#option"><code>Option</code></a></h2> +<p><code>Option</code>은 <strong>nullable 값</strong>을 나타내는 Rust 타입입니다.<br /> +이것은 Rust의 표준 라이브러리에 정의된 열거형입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Option<T> { + Some(T), + None, +} +<span class="boring">}</span></code></pre></pre> +<p><code>Option</code>은 값이 존재할 수도 있고(<code>Some(T)</code>) 없을 수도 있다는(<code>None</code>) 아이디어를 인코딩합니다.<br /> +또한 <strong>두 경우를 모두 명시적으로 처리</strong>해야 합니다. Null 허용 값으로 작업하고 <code>None</code> 사례를 처리하는 것을 잊은 경우 컴파일러 오류가 발생합니다.<br /> +이는 <code>null</code> 확인을 잊어버려 런타임 오류를 유발할 수 있는 다른 언어의 "암시적" null 허용 여부에 비해 크게 개선된 것입니다.</p> +<h2 id="option의-정의"><a class="header" href="#option의-정의"><code>Option</code>의 정의</a></h2> +<p><code>Option</code>의 정의는 이전에 본 적이 없는 Rust 구성인 <strong>튜플 유사 배리언트</strong>를 사용합니다.</p> +<h3 id="튜플-유사-배리언트"><a class="header" href="#튜플-유사-배리언트">튜플 유사 배리언트</a></h3> +<p><code>Option</code>에는 <code>Some(T)</code>과 <code>None</code>이라는 두 가지 배리언트가 있습니다.<br /> +<code>Some</code>은 <strong>튜플 유사 배리언트</strong>입니다. 이는 <strong>이름이 지정되지 않은 필드</strong>를 가지는 배리언트입니다.</p> +<p>튜플형 배리언트는 저장할 단일 필드가 있을 때, 특히 <code>Option</code>과 같은 "래퍼" 타입에 자주 사용됩니다.</p> +<h3 id="튜플-유사-구조체"><a class="header" href="#튜플-유사-구조체">튜플 유사 구조체</a></h3> +<p>이는 열거형에만 국한되지 않습니다. 튜플 유사 구조체도 정의할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct Point(i32, i32); +<span class="boring">}</span></code></pre></pre> +<p>그런 다음 위치 인덱스를 사용하여 <code>Point</code> 인스턴스의 두 필드에 액세스할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let point = Point(3, 4); +let x = point.0; +let y = point.1; +<span class="boring">}</span></code></pre></pre> +<h3 id="튜플"><a class="header" href="#튜플">튜플</a></h3> +<p>아직 튜플을 본 적이 없는데 뭔가가 튜플과 비슷하다고 말하는 것은 이상합니다!<br /> +튜플은 원시 Rust 타입의 또 다른 예입니다. (잠재적으로 다른) 타입을 사용하여 고정된 개수의 값을 그룹화합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 두 개의 값, 동일한 타입 +let first: (i32, i32) = (3, 4); +// 세 가지 값, 다른 타입 +let second: (i32, u32, u8) = (-42, 3, 8); +<span class="boring">}</span></code></pre></pre> +<p>문법은 간단합니다. 괄호 안에 값 타입을 쉼표로 구분하여 나열합니다. 점 표기법과 필드 인덱스를 사용하여 튜플의 필드에 액세스할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>assert_eq!(second.0, -42); +assert_eq!(second.1, 3); +assert_eq!(second.2, 8); +<span class="boring">}</span></code></pre></pre> +<p>튜플은 전용 구조체 타입을 정의할 필요가 없을 때 값을 그룹화하는 편리한 방법입니다.</p> +<h2 id="예제-46"><a class="header" href="#예제-46">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/05_nullability"><code>05_ticket_v2/05_nullability</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="실패-가능성fallibility"><a class="header" href="#실패-가능성fallibility">실패 가능성(Fallibility)</a></h1> +<p>이전 예제의 <code>Ticket::new</code> 함수를 다시 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl Ticket { + pub fn new(title: String, description: String, status: Status) -> Ticket { + if title.is_empty() { + panic!("Title cannot be empty"); + } + if title.len() > 50 { + panic!("Title cannot be longer than 50 bytes"); + } + if description.is_empty() { + panic!("Description cannot be empty"); + } + if description.len() > 500 { + panic!("Description cannot be longer than 500 bytes"); + } + + Ticket { + title, + description, + status, + } + } +} +<span class="boring">}</span></code></pre></pre> +<p>검사 중 하나가 실패하자마자 함수는 패닉 상태가 됩니다. 이는 호출자에게 <strong>오류를 처리</strong>할 기회를 주지 않기 때문에 이상적이지 않습니다.</p> +<p>이제 오류 처리를 위한 Rust의 주요 메커니즘인 <code>Result</code> 타입을 소개할 시간입니다.</p> +<h2 id="result-타입"><a class="header" href="#result-타입"><code>Result</code> 타입</a></h2> +<p><code>Result</code> 타입은 표준 라이브러리에 정의된 열거형입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>enum Result<T, E> { + Ok(T), + Err(E), +} +<span class="boring">}</span></code></pre></pre> +<p>여기에는 두 가지 배리언트가 있습니다:</p> +<ul> +<li><code>Ok(T)</code>: 성공적인 작업을 나타냅니다. 연산의 결과인 <code>T</code>를 가집니다.</li> +<li><code>Err(E)</code>: 실패한 작업을 나타냅니다. 발생한 오류인 <code>E</code>를 가집니다.</li> +</ul> +<p><code>Ok</code>와 <code>Err</code>은 모두 일반적이므로 성공 및 오류 사례에 대해 고유한 타입을 지정할 수 있습니다.</p> +<h2 id="예외-없음"><a class="header" href="#예외-없음">예외 없음</a></h2> +<p>Rust에서 복구 가능한 오류는 <strong>값으로 표시</strong>됩니다.<br /> +이는 단지 타입의 인스턴스일 뿐이며 다른 값처럼 전달되고 조작됩니다. 이는 오류를 알리기 위해 <strong>예외</strong>를 사용하는 Python이나 C# 등의 다른 언어와는 상당한 차이가 있습니다.</p> +<p>예외는 추론하기 어려울 수 있는 별도의 제어 흐름 경로를 생성합니다.<br /> +함수의 시그니처만 보면 예외가 발생할 수 있는지 여부를 알 수 없습니다. 함수의 시그니처만 보면 <strong>어떤</strong> 예외 타입이 발생할 수 있는지 알 수 없습니다.<br /> +알아내려면 함수의 문서를 읽거나 구현을 살펴봐야 합니다.</p> +<p>예외 처리 로직은 지역성이 매우 낮습니다. 예외를 발생시키는 코드는 예외를 포착하는 코드에서 멀리 떨어져 있으며 둘 사이에는 직접적인 링크가 없습니다.</p> +<h2 id="오류-가능성은-타입-시스템에-인코딩되어-있습니다"><a class="header" href="#오류-가능성은-타입-시스템에-인코딩되어-있습니다">오류 가능성은 타입 시스템에 인코딩되어 있습니다</a></h2> +<p>Rust는 <code>Result</code>를 사용하여 <strong>함수 시그니처의 오류 가능성</strong>을 인코딩하도록 강제합니다.<br /> +함수가 실패할 수 있는 경우(그리고 호출자가 오류를 처리하도록 하려는 경우) <code>Result</code>를 반환해야 합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 시그니처만 봐도 이 함수가 실패할 수 있다는 것을 알 수 있습니다. +// `ParseIntError`를 확인해 어떤 종류의 실패가 예상되는지 알 수 있습니다. +fn parse_int(s: &str) -> Result<i32, ParseIntError> { + // ... +} +<span class="boring">}</span></code></pre></pre> +<p>이것이 <code>Result</code>의 가장 큰 장점입니다. 즉, 오류 가능성을 명시적으로 만들어줍니다.</p> +<p>하지만 패닉이 존재한다는 점을 명심하십시오. 다른 언어의 예외와 마찬가지로 타입 시스템으로 추적되지 않습니다. 그러나 <strong>복구할 수 없는 오류</strong>를 위한 것이므로 드물게 사용해야 합니다.</p> +<h2 id="예제-47"><a class="header" href="#예제-47">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/06_fallibility"><code>05_ticket_v2/06_fallibility</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="언랩핑"><a class="header" href="#언랩핑">언랩핑</a></h1> +<p><code>Ticket::new</code>는 이제 유효하지 않은 입력에 패닉하는 대신 <code>Result</code>를 반환합니다.<br /> +이는 호출하는 입장에서 무엇을 의미할까요?</p> +<h2 id="실패는-암시적으로-무시될-수-없습니다"><a class="header" href="#실패는-암시적으로-무시될-수-없습니다">실패는 (암시적으로) 무시될 수 없습니다</a></h2> +<p>예외와 달리 Rust의 <code>Result</code>는 <strong>호출한 곳에서 오류를 처리</strong>하도록 강제합니다.<br /> +<code>Result</code>를 반환하는 함수를 호출하면 Rust는 에러 케이스를 암시적으로 무시하는 것을 허용하지 않습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn parse_int(s: &str) -> Result<i32, ParseIntError> { + // ... +} + +// 컴파일되지 않습니다. 에러 케이스를 처리하지 않았습니다. +// 성공 값을 "언랩"하거나 오류를 처리하려면 `match` 또는 `Result`에서 제공하는 +// 결합자 중 하나를 사용해야 합니다. +let number = parse_int("42") + 2; +<span class="boring">}</span></code></pre></pre> +<h2 id="result가-나왔습니다-이걸로-뭘-할-수-있을까요"><a class="header" href="#result가-나왔습니다-이걸로-뭘-할-수-있을까요"><code>Result</code>가 나왔습니다. 이걸로 뭘 할 수 있을까요?</a></h2> +<p><code>Result</code>를 반환하는 함수를 호출할 때 두 가지 주요 옵션이 있습니다:</p> +<ul> +<li> +<p>작업이 실패하면 패닉이 발생합니다. 이는 <code>unwrap</code> 또는 <code>expect</code> 메소드를 사용하여 수행됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `parse_int`가 `Err`을 반환하면 패닉이 발생합니다. +let number = parse_int("42").unwrap(); +// `expect`를 사용하면 사용자 정의 패닉 메시지를 지정할 수 있습니다. +let number = parse_int("42").expect("Failed to parse integer"); +<span class="boring">}</span></code></pre></pre> +</li> +<li> +<p>에러 케이스를 명시적으로 처리하려면 <code>match</code> 표현식을 사용하여 <code>Result</code>를 구조 해제하세요.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match parse_int("42") { + Ok(number) => println!("Parsed number: {}", number), + Err(err) => eprintln!("Error: {}", err), +} +<span class="boring">}</span></code></pre></pre> +</li> +</ul> +<h2 id="예제-48"><a class="header" href="#예제-48">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/07_unwrap"><code>05_ticket_v2/07_unwrap</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="error-열거형"><a class="header" href="#error-열거형">Error 열거형</a></h1> +<p>이전 예제에 대한 솔루션이 어색하게 느껴질 수 있습니다. 문자열 매칭은 이상적이지 않습니다!<br /> +동료가 <code>Ticket::new</code>에서 반환된 오류 메시지를 재작업할 수 있으며(예: 가독성을 높이기 위해) 갑자기 호출하는 코드가 중단될 수 있습니다.</p> +<p>당신은 이 문제를 해결하는 데 필요한 메커니즘을 이미 알고 있습니다: 열거형!</p> +<h2 id="오류-처리"><a class="header" href="#오류-처리">오류 처리</a></h2> +<p>발생한 특정 오류에 따라 호출자가 다르게 동작하도록 허용하려면 열거형을 사용하여 다양한 오류 사례를 나타낼 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 문자열에서 `u32`를 구문 분석할 때 발생할 수 있는 +// 다양한 에러 케이스를 나타내는 오류 열거형입니다. +enum U32ParseError { + NotANumber, + TooLarge, + Negative, +} +<span class="boring">}</span></code></pre></pre> +<p>오류 열거형을 사용하여 타입 시스템의 다양한 에러 케이스를 인코딩합니다. 이는 오류가 있는 함수 시그니처의 일부가 됩니다.<br /> +이렇게 하면 호출자가 <code>match</code> 표현식을 사용하여 다양한 에러 케이스에 대응할 수 있으므로 호출자의 오류 처리가 단순화됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>match s.parse_u32() { + Ok(n) => n, + Err(U32ParseError::Negative) => 0, + Err(U32ParseError::TooLarge) => u32::MAX, + Err(U32ParseError::NotANumber) => { + panic!("Not a number: {}", s); + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-49"><a class="header" href="#예제-49">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/08_error_enums"><code>05_ticket_v2/08_error_enums</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="error-트레잇"><a class="header" href="#error-트레잇">Error 트레잇</a></h1> +<h2 id="오류-보고"><a class="header" href="#오류-보고">오류 보고</a></h2> +<p>이전 예제에서는 오류 메시지를 추출하고 이를 <code>panic!</code> 매크로에 전달하기 위해 <code>TitleError</code> 배리언트를 분해해야 했습니다.<br /> +이는 <strong>오류 보고</strong>의 (초보적인) 예입니다. 오류 타입을 사용자, 서비스 운영자 또는 개발자에게 표시될 수 있는 표현으로 변환합니다.</p> +<p>각 Rust 개발자가 자신만의 오류 보고 전략을 생각해내는 것은 실용적이지 않습니다. 이는 시간 낭비일 뿐 아니라 프로젝트 전반에 걸쳐 잘 구성되지 않을 것입니다. 이것이 Rust가 <code>std::error::Error</code> 트레잇을 제공하는 이유입니다.</p> +<h2 id="error-트레잇-1"><a class="header" href="#error-트레잇-1">'Error' 트레잇</a></h2> +<p><code>Result</code>의 <code>Err</code> 배리언트 타입에는 제한이 없지만 <code>Error</code> 트레잇을 구현하는 타입을 사용하는 것이 좋습니다. <code>Error</code>는 Rust의 오류 처리 이야기의 초석입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `Error` 트레잇의 정의를 약간 단순화했습니다 +pub trait Error: Debug + Display {} +<span class="boring">}</span></code></pre></pre> +<p><code>Sized</code> 트레잇에서 <code>:</code> 구문을 기억하실 수 있습니다. 이는 <strong>슈퍼 트레잇</strong>을 지정하는 데 사용됩니다. <code>Error</code>에는 <code>Debug</code>와 <code>Display</code>라는 두 가지 슈퍼 트레잇이 있습니다. 타입이 <code>Error</code>를 구현하려는 경우 <code>Debug</code> 및 <code>Display</code>도 구현해야 합니다.</p> +<h2 id="display와-debug"><a class="header" href="#display와-debug"><code>Display</code>와 <code>Debug</code></a></h2> +<p>우리는 이전 예제에서 이미 <code>Debug</code> 트레잇을 접했습니다. 이는 어설션이 실패할 때 비교하는 변수의 값을 표시하기 위해 <code>assert_eq!</code>에서 사용하는 트레잇입니다.</p> +<p>"메카니컬한" 관점에서 <code>Display</code>와 <code>Debug</code>는 동일합니다. 즉, 타입을 문자열과 같은 표현으로 변환하는 방법을 인코딩합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `Debug` +pub trait Debug { + fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>; +} + +// `Display` +pub trait Display { + fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>; +} +<span class="boring">}</span></code></pre></pre> +<p>차이점은 _목적_에 있습니다. <code>Display</code>는 "최종 사용자"를 위한 표현을 반환하는 반면, <code>Debug</code>는 개발자와 서비스 운영자에게 더 적합한 낮은 수준의 표현을 제공합니다.<br /> +이것이 바로 <code>Debug</code>가 <code>#[derive(Debug)]</code> 속성을 사용하여 자동으로 구현될 수 있는 반면, <code>Display</code>는 수동 구현이 <strong>필요</strong>한 이유입니다.</p> +<h2 id="예제-50"><a class="header" href="#예제-50">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/09_error_trait"><code>05_ticket_v2/09_error_trait</code></a>에 잇습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="라이브러리와-바이너리"><a class="header" href="#라이브러리와-바이너리">라이브러리와 바이너리</a></h1> +<p><code>TicketNewError</code>에 대한 <code>Error</code> 트레잇을 구현하려면 약간의 코드가 필요하지 않습니까?<br /> +수동 <code>Display</code> 구현과 <code>Error</code> impl 블록.</p> +<p>사용자 정의 오류 타입 생성을 단순화하기 위해 <strong>절차적 매크로</strong>를 제공하는 Rust 크레이트인 <code>thiserror</code>를 사용하여 상용구 중 일부를 제거할 수 있습니다.<br /> +하지만 우리는 앞서 나가고 있습니다. <code>thiserror</code>는 서드파티 크레이트이며, 이것이 우리의 첫 번째 디펜던시가 될 것입니다!</p> +<p>디펜던시에 대해 자세히 알아보기 전에 한 걸음 물러나 Rust의 패키징 시스템에 대해 이야기해 보겠습니다.</p> +<h2 id="패키지란"><a class="header" href="#패키지란">패키지란?</a></h2> +<p>Rust 패키지는 <strong>매니페스트</strong>라고도 알려진 <code>Cargo.toml</code> 파일의 <code>[package]</code> 섹션에 의해 정의됩니다. <code>[package]</code> 내에서 이름이나 버전과 같은 패키지의 메타데이터를 설정할 수 있습니다.</p> +<p>이 섹션의 예제 디렉토리에 있는 <code>Cargo.toml</code> 파일을 확인해보세요!</p> +<h2 id="크레이트란"><a class="header" href="#크레이트란">크레이트란?</a></h2> +<p>패키지 내부에는 <strong>targets</strong>라고 하는 하나 이상의 <strong>크레이트</strong>가 있을 수 있습니다.<br /> +가장 일반적인 두 가지 크레이트 타입은 <strong>바이너리 크레이트</strong>와 <strong>라이브러리 크레이트</strong>입니다.</p> +<h3 id="바이너리"><a class="header" href="#바이너리">바이너리</a></h3> +<p>바이너리는 <strong>실행 파일</strong>로 컴파일될 수 있는 프로그램입니다.<br /> +여기에는 프로그램의 진입점인 <code>main</code>이라는 함수가 포함되어야 합니다. 프로그램이 실행될 때 <code>main</code>이 호출됩니다.</p> +<h3 id="라이브러리"><a class="header" href="#라이브러리">라이브러리</a></h3> +<p>반면에 라이브러리는 자체적으로 실행될 수 없습니다. 라이브러리를 _실행_할 수는 없지만 라이브러리에 의존하는 다른 패키지에서 _해당 코드_를 가져올 수 있습니다.<br /> +라이브러리는 다른 패키지에서 <strong>디펜던시</strong>으로 활용할 수 있는 코드(예: 함수, 타입 등)를 그룹화합니다.</p> +<p>지금까지 해결한 모든 연습 문제는 라이브러리로 구성되어 있으며 테스트 모음이 첨부되어 있습니다.</p> +<h3 id="컨벤션"><a class="header" href="#컨벤션">컨벤션</a></h3> +<p>Rust 패키지와 관련하여 염두에 두어야 할 몇 가지 규칙이 있습니다:</p> +<ul> +<li>패키지의 소스 코드는 일반적으로 <code>src</code> 디렉토리에 있습니다.</li> +<li><code>src/lib.rs</code> 파일이 있으면 <code>cargo</code>는 패키지에 라이브러리 크레이트가 포함되어 있다고 추론합니다.</li> +<li><code>src/main.rs</code> 파일이 있으면 <code>cargo</code>는 패키지에 바이너리 크레이트가 포함되어 있다고 추론합니다.</li> +</ul> +<p><code>Cargo.toml</code> 파일에서 대상을 명시적으로 선언하여 이러한 기본값을 재정의할 수 있습니다. 자세한 내용은 <a href="https://doc.rust-lang.org/cargo/reference/cargo-targets.html#cargo-targets"><code>cargo</code> 문서</a>를 참조하세요.</p> +<p>패키지에는 여러 크레이트가 포함될 수 있지만 라이브러리 크레이트는 하나만 포함될 수 있습니다.</p> +<h2 id="새-패키지-스캐폴딩하기"><a class="header" href="#새-패키지-스캐폴딩하기">새 패키지 스캐폴딩하기</a></h2> +<p>새로운 패키지를 생성하기 위해 <code>cargo</code>를 사용할 수 있습니다:</p> +<pre><code class="language-bash">cargo new my-binary +</code></pre> +<p>그러면 이름이 같은 새 Rust 패키지와 내부에 단일 바이너리 상자가 포함된 <code>my-binary</code>라는 새 폴더가 생성됩니다. 대신 라이브러리 크레이트를 생성하려면 <code>--lib</code> 플래그를 사용할 수 있습니다:</p> +<pre><code class="language-bash">cargo new my-library --lib +</code></pre> +<h2 id="예제-51"><a class="header" href="#예제-51">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/10_packages"><code>05_ticket_v2/10_packages</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="디펜던시"><a class="header" href="#디펜던시">디펜던시</a></h1> +<p>패키지는 <code>Cargo.toml</code> 파일의 <code>[dependencies]</code> 섹션에 나열하여 다른 패키지에 의존할 수 있습니다.<br /> +디펜던시를 지정하는 가장 일반적인 방법은 해당 이름과 버전을 제공하는 것입니다:</p> +<pre><code class="language-toml">[dependencies] +thiserror = "1" +</code></pre> +<p>이렇게 하면 <strong>최소</strong> 버전 <code>1.0.0</code>과 함께 <code>thiserror</code>가 패키지에 대한 디펜던시로 추가됩니다. <code>thiserror</code>는 Rust의 공식 패키지 레지스트리인 <a href="https://crates.io">crates.io</a>에서 가져옵니다. <code>cargo build</code>를 실행하면 <code>cargo</code>는 몇 가지 단계를 거칩니다:</p> +<ul> +<li>의존성 해결</li> +<li>디펜던시 다운로드</li> +<li>프로젝트 컴파일(자신의 코드와 디펜던시)</li> +</ul> +<p>프로젝트에 <code>Cargo.lock</code> 파일이 있고 매니페스트 파일이 변경되지 않은 경우 종속성 해결을 건너뜁니다. lockfile은 종속성 해결이 성공적으로 완료된 후 <code>cargo</code>에 의해 자동으로 생성됩니다. 여기에는 프로젝트에 사용된 모든 종속성의 정확한 버전이 포함되어 있으며 동일한 버전이 다양한 빌드(예: CI)에서 일관되게 사용되도록 하는 데 사용됩니다. . 여러 개발자와 함께 프로젝트를 진행하는 경우 <code>Cargo.lock</code> 파일을 버전 제어 시스템에 커밋해야 합니다.</p> +<p><code>cargo update</code>를 사용하여 <code>Cargo.lock</code> 파일을 모든 디펜던시의 최신(호환) 버전으로 업데이트할 수 있습니다.</p> +<h3 id="경로-디펜던시"><a class="header" href="#경로-디펜던시">경로 디펜던시</a></h3> +<p><strong>경로</strong>를 사용하여 디펜던시를 지정할 수도 있습니다. 이는 여러 로컬 패키지를 작업할 때 유용합니다.</p> +<pre><code class="language-toml">[dependencies] +my-library = { path = "../my-library" } +</code></pre> +<p>경로는 디펜던시를 선언하는 패키지의 <code>Cargo.toml</code> 파일의 상대경로입니다.</p> +<h3 id="기타-소스"><a class="header" href="#기타-소스">기타 소스</a></h3> +<p>종속성을 가져올 수 있는 위치와 이를 <code>Cargo.toml</code> 파일에 지정하는 방법에 대한 자세한 내용은 <a href="https://doc.rust-lang.org/cargo/reference/specifying-dependencies.html">Cargo 문서</a>를 확인하세요.</p> +<h2 id="개발용-디펜던시"><a class="header" href="#개발용-디펜던시">개발용 디펜던시</a></h2> +<p>개발에만 필요한 디펜던시을 지정할 수도 있습니다. 이것들은 <code>cargo test</code>를 실행할 때만 받아옵니다.<br /> +<code>Cargo.toml</code> 파일의 <code>[dev-dependents]</code> 섹션에 들어갑니다:</p> +<pre><code class="language-toml">[dev-dependencies] +static_assertions = "1.1.0" +</code></pre> +<p>우리는 테스트를 단축하기 위해 책 전반에 걸쳐 이들 중 몇 가지를 사용해 왔습니다.</p> +<h2 id="예제-52"><a class="header" href="#예제-52">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/11_dependencies"><code>05_ticket_v2/11_dependencies</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="thiserror"><a class="header" href="#thiserror"><code>thiserror</code></a></h1> +<p>좀 빙 둘러왔어요, 그렇죠? 하지만 꼭 필요한 것이었어요!<br /> +이제 다시 원래대로 돌아가 보겠습니다: 커스텀 에러 타입과 <code>thiserror</code>.</p> +<h2 id="커스텀-에러-타입"><a class="header" href="#커스텀-에러-타입">커스텀 에러 타입</a></h2> +<p>우리는 커스텀 에러 타입에 대해 <code>Error</code> 트레잇을 "수동으로" 구현하는 방법을 살펴보았습니다.<br /> +코드베이스에 있는 대부분의 에러 타입에 대해 이 작업을 수행해야 한다고 상상해 보세요. 상용구가 너무 많죠, 그렇지않나요?</p> +<p>커스텀 에러 타입 생성을 단순화하기 위해 <strong>절차적 매크로</strong>를 제공하는 Rust 크레이트인 <code>thiserror</code>를 사용하여 상용구 중 일부를 제거할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(thiserror::Error, Debug)] +enum TicketNewError { + #[error("{0}")] + TitleError(String), + #[error("{0}")] + DescriptionError(String), +} +<span class="boring">}</span></code></pre></pre> +<h2 id="매크로를-직접-작성할-수-있습니다"><a class="header" href="#매크로를-직접-작성할-수-있습니다">매크로를 직접 작성할 수 있습니다</a></h2> +<p>지금까지 본 모든 <code>derive</code> 매크로는 Rust 표준 라이브러리에서 제공되었습니다.<br /> +<code>thiserror::Error</code>는 <strong>타사</strong> <code>derive</code> 매크로의 첫 번째 예입니다.</p> +<p><code>derive</code> 매크로는 컴파일 타임에 Rust 코드를 생성하는 방법인 <strong>절차적 매크로</strong>의 하위 집합입니다. 이 과정에서는 절차적 매크로를 작성하는 방법에 대해 자세히 설명하지 않지만 직접 작성할 수 있다는 점을 아는 것이 중요합니다!<br /> +좀 더 고급 Rust 코스에서 다뤄볼만한 주제입니다.</p> +<h2 id="커스텀-문법"><a class="header" href="#커스텀-문법">커스텀 문법</a></h2> +<p>각 절차적 매크로는 자체 문법을 정의할 수 있으며 이는 일반적으로 크레이트 문서에 설명되어 있습니다. <code>thiserror</code>의 경우 다음과 같습니다:</p> +<ul> +<li><code>#[derive(thiserror::Error)]</code>: 이것은 <code>thiserror</code>의 도움을 받아 사용자 정의 오류 유형에 대한 <code>Error</code> 트레잇을 파생시키는 구문입니다.</li> +<li><code>#[error("{0}")]</code>: 이는 커스텀 에러 타입의 각 배리언트에 대해 <code>Display</code> 구현을 정의하는 구문입니다. 오류가 표시되면 <code>{0}</code>은 배리언트(이 경우 <code>String</code>)의 0번째 필드로 대체됩니다.</li> +</ul> +<h2 id="예제-53"><a class="header" href="#예제-53">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/12_thiserror"><code>05_ticket_v2/12_thiserror</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="tryfrom과-tryinto"><a class="header" href="#tryfrom과-tryinto"><code>TryFrom</code>과 <code>TryInto</code></a></h1> +<p>이전 장에서 우리는 <strong>무결한</strong> 타입 변환을 위한 Rust의 관용적 인터페이스인 <a href="05_ticket_v2/../04_traits/09_from.html"><code>From</code>과 <code>Into</code> 트레잇</a>을 살펴보았습니다.<br /> +하지만 변환 성공이 보장되지 않으면 어떻게 될까요?</p> +<p>이제 우리는 <code>From</code>과 <code>Into</code>에 해당하는 <strong>오류가 있는</strong> 대응 요소인 <code>TryFrom</code>과 <code>TryInto</code>를 논의할 만큼 오류에 대해 충분히 알고 있습니다.</p> +<h2 id="tryfrom과-tryinto-1"><a class="header" href="#tryfrom과-tryinto-1"><code>TryFrom</code>과 <code>TryInto</code></a></h2> +<p><code>TryFrom</code>과 <code>TryInto</code>는 <code>From</code>과 <code>Into</code>처럼 <code>std::convert</code> 모듈에 정의됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait TryFrom<T>: Sized { + type Error; + fn try_from(value: T) -> Result<Self, Self::Error>; +} + +pub trait TryInto<T>: Sized { + type Error; + fn try_into(self) -> Result<T, Self::Error>; +} +<span class="boring">}</span></code></pre></pre> +<p><code>From</code>/<code>Into</code>와 <code>TryFrom</code>/<code>TryInto</code>의 주요 차이점은 후자가 <code>Result</code> 유형을 반환한다는 것입니다.<br /> +이렇게 하면 변환이 실패했을 때 패닉하는 대신 오류가 반환됩니다.</p> +<h2 id="selferror"><a class="header" href="#selferror"><code>Self::Error</code></a></h2> +<p><code>TryFrom</code>과 <code>TryInto</code> 모두 연관 <code>Error</code> 타입이 있습니다. 이를 통해 각 구현은 이상적으로는 시도 중인 변환에 가장 적합한 자체 에러 타입을 지정할 수 있습니다.</p> +<p><code>Self::Error</code>는 트레잇 자체에 정의된 <code>Error</code> 관련 타입을 참조하는 방법입니다.</p> +<h2 id="이중성"><a class="header" href="#이중성">이중성</a></h2> +<p><code>From</code> 및 <code>Into</code>와 마찬가지로 <code>TryFrom</code>과 <code>TryInto</code>는 이중 트레잇입니다.<br /> +타입에 대해 <code>TryFrom</code>을 구현하면 <code>TryInto</code>를 자동으로 얻을 수 있습니다.</p> +<h2 id="예제-54"><a class="header" href="#예제-54">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/13_try_from"><code>05_ticket_v2/13_try_from</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="errorsource"><a class="header" href="#errorsource"><code>Error::source</code></a></h1> +<p><code>Error</code> 트레잇을 완전히 다루기 위해 이야기해야 할 것이 하나 더 있습니다: <code>source</code> 메서드입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 이번에는 완전한 정의! +pub trait Error: Debug + Display { + fn source(&self) -> Option<&(dyn Error + 'static)> { + None + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>source</code> 메서드는 <strong>오류 원인</strong>(있는 경우)에 액세스하는 방법입니다.<br /> +오류는 흔히 연쇄적으로 발생합니다. 즉, 하나의 오류가 다른 오류의 원인이 된다는 의미입니다. 즉, 낮은 수준의 오류(예: 데이터베이스 호스트 이름을 확인할 수 없음)로 인해 발생한 높은 수준의 오류(예: 데이터베이스에 연결할 수 없음)가 발생한다는 것입니다. <code>source</code>메서드를 사용하면 로그에서 에러 컨텍스트를 캡처할 때 자주 사용되는 전체 에러 체인을 <code>탐색</code>할 수 있습니다.</p> +<h2 id="source-구현"><a class="header" href="#source-구현"><code>source</code> 구현</a></h2> +<p><code>Error</code> 트레잇은 항상 <code>None</code>(즉, 근본적인 원인이 없음)을 반환하는 기본 구현을 제공합니다. 그렇기 때문에 이전 연습에서는 <code>source</code>에 신경 쓸 필요가 없었습니다.<br /> +이 기본 구현을 재정의하여 에러 타입의 원인을 제공할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::error::Error; + +#[derive(Debug)] +struct DatabaseError { + source: std::io::Error +} + +impl std::fmt::Display for DatabaseError { + fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result { + write!(f, "Failed to connect to the database") + } +} + +impl std::error::Error for DatabaseError { + fn source(&self) -> Option<&(dyn Error + 'static)> { + Some(&self.source) + } +} +<span class="boring">}</span></code></pre></pre> +<p>이 예시에서 <code>DatabaseError</code>는 <code>std::io::Error</code>를 소스로 래핑합니다. 그런 다음 <code>source</code> 메서드를 재정의하여 호출 시 이 소스를 반환합니다.</p> +<h2 id="dyn-error--static"><a class="header" href="#dyn-error--static"><code>&(dyn Error + 'static)</code></a></h2> +<p>이 <code>&(dyn Error + 'static)</code> 타입은 무엇인가요?<br /> +한번 까봅시다:</p> +<ul> +<li><code>dyn Error</code>는 <strong>트레잇 개체</strong>입니다. 이는 <code>Error</code> 트레잇을 구현하는 모든 타입을 참조하는 방법입니다.</li> +<li><code>'static</code>은 특별한 <strong>수명 지정자</strong>입니다. <code>'static</code>은 참조가 "필요한 한", 즉 전체 프로그램 실행 동안 유효함을 의미합니다.</li> +</ul> +<p><code>&(dyn Error + 'static)</code>의 조합은 <code>Error</code> 트레잇을 구현하는 트레잇 개체에 대한 참조이며 전체 프로그램 실행동안에 유효합니다.</p> +<p>지금은 이러한 개념 중 하나에 대해 너무 걱정하지 마세요. 우리는 이후 장에서 이에 대해 더 자세히 다룰 것입니다.</p> +<h2 id="thiserror를-사용하여-source-구현"><a class="header" href="#thiserror를-사용하여-source-구현"><code>thiserror</code>를 사용하여 <code>source</code> 구현</a></h2> +<p><code>thiserror</code>는 에러 타입에 대해 <code>source</code>를 자동으로 구현하는 세 가지 방법을 제공합니다:</p> +<ul> +<li> +<p><code>source</code>라는 필드가 자동으로 에러 소스로 사용됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use thiserror::Error; + +#[derive(Error, Debug)] +pub enum MyError { + #[error("Failed to connect to the database")] + DatabaseError { + source: std::io::Error + } +} +<span class="boring">}</span></code></pre></pre> +</li> +<li> +<p><code>#[source]</code> 속성의 어노테이션이 달린 필드는 자동으로 오류 소스로 사용됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use thiserror::Error; + +#[derive(Error, Debug)] +pub enum MyError { + #[error("Failed to connect to the database")] + DatabaseError { + #[source] + inner: std::io::Error + } +} +<span class="boring">}</span></code></pre></pre> +</li> +<li> +<p><code>#[from]</code> 속성으로 주석이 달린 필드는 자동으로 오류의 소스로 사용됩니다 <strong>그리고</strong> <code>thiserror</code>는 어노테이션이 달린 타입을 에러 타입으로 변환하기 위해 자동으로 <code>From</code> 구현을 생성합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use thiserror::Error; + +#[derive(Error, Debug)] +pub enum MyError { + #[error("Failed to connect to the database")] + DatabaseError { + #[from] + inner: std::io::Error + } +} +<span class="boring">}</span></code></pre></pre> +</li> +</ul> +<h2 id="-연산자"><a class="header" href="#-연산자"><code>?</code> 연산자</a></h2> +<p><code>?</code> 연산자는 오류 전파를 줄여서 표현한 것입니다.<br /> +<code>Result</code>를 반환하는 함수에 사용될 때 <code>Result</code>가 <code>Err</code>인 경우 오류와 함께 조기에 반환됩니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::fs::File; + +fn read_file() -> Result<String, std::io::Error> { + let mut file = File::open("file.txt")?; + let mut contents = String::new(); + file.read_to_string(&mut contents)?; + Ok(contents) +} +<span class="boring">}</span></code></pre></pre> +<p>다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::fs::File; + +fn read_file() -> Result<String, std::io::Error> { + let mut file = match File::open("file.txt") { + Ok(file) => file, + Err(e) => { + return Err(e); + } + }; + let mut contents = String::new(); + match file.read_to_string(&mut contents) { + Ok(_) => (), + Err(e) => { + return Err(e); + } + } + Ok(contents) +} +<span class="boring">}</span></code></pre></pre> +<p><code>?</code> 연산자를 사용하면 오류 처리 코드를 대폭 단축할 수 있습니다.<br /> +특히 <code>?</code> 연산자는 변환이 가능한 경우(즉, 적절한 <code>From</code> 구현이 있는 경우) 오류가 있는 연산의 에러 타입을 함수의 에러 타입으로 자동 변환합니다.</p> +<h2 id="예제-55"><a class="header" href="#예제-55">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/14_source"><code>05_ticket_v2/14_source</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="마무리-2"><a class="header" href="#마무리-2">마무리</a></h1> +<p>도메인 모델링에 있어서 악마는 디테일에 있습니다.<br /> +Rust는 타입 시스템에서 도메인의 제약 조건을 직접 표현하는 데 도움이 되는 다양한 도구를 제공하지만 이를 올바르게 구현하고 관용적으로 보이는 코드를 작성하려면 약간의 연습이 필요합니다.</p> +<p><code>Ticket</code> 모델을 마지막으로 개선하면서 장을 마무리하겠습니다.<br /> +각 제약 조건을 캡슐화하기 위해 <code>Ticket</code>의 각 필드에 새로운 타입을 도입하겠습니다.<br /> +누군가 <code>Ticket</code> 필드에 액세스할 때마다 유효하다고 보장된 값을 돌려받게 됩니다. <code>String</code> 대신 <code>TicketTitle</code>. 코드의 다른 곳에서 제목이 비어 있는 것에 대해 걱정할 필요가 없습니다. <code>TicketTitle</code>이 있는 한 해당 제목이 <strong>구조상</strong> 유효하다는 것을 알 수 있습니다.</p> +<p>이것은 Rust의 타입 시스템을 사용하여 코드를 더욱 안전하고 표현력 있게 만드는 방법에 대한 예일 뿐입니다.</p> +<h2 id="읽을거리-9"><a class="header" href="#읽을거리-9">읽을거리</a></h2> +<ul> +<li><a href="https://lexi-lambda.github.io/blog/2019/11/05/parse-don-t-validate/">Parse, don't validate</a></li> +<li><a href="https://www.lpalmieri.com/posts/2020-12-11-zero-to-production-6-domain-modelling/">Using types to guarantee domain invariants</a></li> +</ul> +<h2 id="예제-56"><a class="header" href="#예제-56">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/05_ticket_v2/15_outro"><code>05_ticket_v2/15_outro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="소개"><a class="header" href="#소개">소개</a></h1> +<p>이전 장에서 우리는 <code>Ticket</code>을 진공 상태에서 모델링했습니다. 필드와 제약 조건을 정의하고 Rust에서 이를 가장 잘 표현하는 방법을 배웠지만 <code>Ticket</code>이 더 큰 시스템에 어떻게 적합한지는 고려하지 않았습니다. 우리는 이 장을 사용하여 티켓을 저장하고 검색하는 (기본) 관리 시스템을 소개하는 <code>Ticket</code>에 대한 간단한 작업 흐름을 구축할 것입니다.</p> +<p>이 작업은 우리에게 다음과 같은 새로운 Rust 개념을 탐구할 수 있는 기회를 제공할 것입니다:</p> +<ul> +<li>스택 할당 배열</li> +<li>확장 가능한 배열 유형인 <code>Vec</code>와 슬라이스</li> +<li>컬렉션 반복을 위한 <code>Iterator</code>와 <code>IntoIterator</code></li> +<li>컬렉션의 일부 작업을 위한 슬라이스(<code>&[T]</code>)</li> +<li>참조가 유효한 기간을 설명하기 위한 수명</li> +<li><code>HashMap</code>와 <code>BTreeMap</code>, 키-값 데이터 구조체</li> +<li><code>HashMap</code>의 키를 비교하기 위한 <code>Eq</code>와 <code>Hash</code></li> +<li><code>BTreeMap</code>과 함께 작동하는 <code>Ord</code>와 <code>PartialOrd</code></li> +<li>컬렉션의 요소에 액세스하기 위한 <code>Index</code>와 <code>IndexMut</code></li> +</ul> +<h2 id="예제-57"><a class="header" href="#예제-57">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/00_intro"><code>06_ticket_management/00_intro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="배열"><a class="header" href="#배열">배열</a></h1> +<p>"티켓 관리"에 대해 이야기를 시작하자마자 <em>다중</em> 티켓을 저장하는 방법에 대해 생각해야 합니다. 결과적으로 이는 컬렉션에 대해 생각해야 함을 의미합니다. 특히, 동종 컬렉션: 동일한 타입의 여러 인스턴스를 저장하려고 합니다.</p> +<p>이와 관련하여 Rust는 무엇을 제공해야 합니까?</p> +<h2 id="배열-1"><a class="header" href="#배열-1">배열</a></h2> +<p>첫 번째 시도는 <strong>배열</strong>을 사용하는 것일 수 있습니다.<br /> +Rust의 배열은 동일한 타입의 요소로 구성된 고정 크기 컬렉션입니다.</p> +<p>배열을 정의하는 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// Array type syntax: [ <type> ; <number of elements> ] +let numbers: [u32; 3] = [1, 2, 3]; +<span class="boring">}</span></code></pre></pre> +<p>이 코드는 값 <code>1</code>, <code>2</code>, 그리고 <code>3</code>으로 초기화된 정수 3개를 포함하는 배열을 생성합니다. 이 배열의 타입은 <code>[u32; 3]</code>이며, 이는 "길이가 3인 <code>u32</code> 배열"을 의미합니다.</p> +<h3 id="요소에-접근하기"><a class="header" href="#요소에-접근하기">요소에 접근하기</a></h3> +<p>대괄호를 사용하여 배열 요소에 액세스할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let first = numbers[0]; +let second = numbers[1]; +let third = numbers[2]; +<span class="boring">}</span></code></pre></pre> +<p>인덱스는 <code>usize</code> 타입이어야 합니다.<br /> +배열은 Rust의 모든 것과 마찬가지로 <strong>제로 인덱스</strong>입니다. 이전에 문자열 조각과 튜플/튜플 유사 배리언트의 필드 인덱싱을 통해 이를 본 적이 있습니다.</p> +<h3 id="범위-밖-접근"><a class="header" href="#범위-밖-접근">범위 밖 접근</a></h3> +<p>범위를 벗어난 요소에 접근하려고 하면 Rust는 패닉을 일으킬 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: [u32; 3] = [1, 2, 3]; +let fourth = numbers[3]; // 패닉 상태가 됩니다 +<span class="boring">}</span></code></pre></pre> +<p>이는 <strong>경계 검사</strong>를 사용하여 런타임에 적용됩니다. 약간의 성능 오버헤드가 있지만 Rust가 버퍼 오버플로를 방지하는 방법입니다.<br /> +일부 시나리오에서는 Rust 컴파일러가 경계 검사를 최적화할 수 있습니다. 특히 반복자가 관련된 경우에는 더욱 그렇습니다. 이에 대해서는 나중에 자세히 설명하겠습니다.</p> +<p>패닉하지 않으려면 <code>Option<&T></code>를 반환하는 <code>get</code> 메서드를 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: [u32; 3] = [1, 2, 3]; +assert_eq!(numbers.get(0), Some(&1)); +// 범위를 벗어난 인덱스에 액세스하려고 하면 +// 패닉이 아닌 `None`이 반환됩니다. +assert_eq!(numbers.get(3), None); +<span class="boring">}</span></code></pre></pre> +<h3 id="성능-1"><a class="header" href="#성능-1">성능</a></h3> +<p>배열의 크기는 컴파일 타임에 알려지기 때문에 컴파일러는 배열을 스택에 할당할 수 있습니다. 다음 코드를 실행하면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: [u32; 3] = [1, 2, 3]; +<span class="boring">}</span></code></pre></pre> +<p>메모리 레이아웃은 다음과 같이 됩니다:</p> +<pre><code class="language-text"> +---+---+---+ +Stack: | 1 | 2 | 3 | + +---+---+---+ +</code></pre> +<p>즉, 배열의 크기는 <code>std::mem::size_of::<T>() * N</code>입니다. 여기서 <code>T</code>는 요소의 타입이고 <code>N</code>은 요소의 수입니다.<br /> +<code>O(1)</code> 시간 안에 각 요소에 액세스하고 교체할 수 있습니다.</p> +<h2 id="예제-58"><a class="header" href="#예제-58">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/01_arrays"><code>06_ticket_management/01_arrays</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="벡터"><a class="header" href="#벡터">벡터</a></h1> +<p>배열의 장점은 약점이기도 합니다. 배열의 크기는 컴파일 타임에 미리 알려야 합니다. 런타임에만 알려진 크기의 배열을 만들려고 하면 컴파일 오류가 발생합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let n = 10; +let numbers: [u32; n]; +<span class="boring">}</span></code></pre></pre> +<pre><code class="language-text">error[E0435]: attempt to use a non-constant value in a constant + --> src/main.rs:3:20 + | +2 | let n = 10; +3 | let numbers: [u32; n]; + | ^ non-constant value +</code></pre> +<p>배열은 티켓 관리 시스템에서 작동하지 않습니다. 컴파일 타임에 얼마나 많은 티켓을 저장해야 하는지 알 수 없습니다. 여기가 <code>Vec</code>이 필요한 시점입니다.</p> +<h2 id="vec"><a class="header" href="#vec"><code>Vec</code></a></h2> +<p><code>Vec</code>은 표준 라이브러리에서 제공하는 확장 가능한 배열 타입입니다.<br /> +<code>Vec::new</code> 함수를 사용하여 빈 배열을 만들 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers: Vec<u32> = Vec::new(); +<span class="boring">}</span></code></pre></pre> +<p>그런 다음 <code>push</code> 메서드를 사용하여 요소를 벡터에 밀어 넣습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>numbers.push(1); +numbers.push(2); +numbers.push(3); +<span class="boring">}</span></code></pre></pre> +<p>벡터 끝에 새 값이 추가됩니다.<br /> +생성 시 값을 알고 있는 경우 <code>vec!</code> 매크로를 사용하여 초기화된 벡터를 생성할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +<span class="boring">}</span></code></pre></pre> +<h2 id="요소에-접근하기-1"><a class="header" href="#요소에-접근하기-1">요소에 접근하기</a></h2> +<p>요소에 액세스하는 구문은 배열과 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +let first = numbers[0]; +let second = numbers[1]; +let third = numbers[2]; +<span class="boring">}</span></code></pre></pre> +<p>인덱스는 <code>usize</code> 타입이어야 합니다.<br /> +<code>Option<&T></code>를 반환하는 <code>get</code> 메서드를 사용할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +assert_eq!(numbers.get(0), Some(&1)); +// 범위를 벗어난 인덱스에 액세스하려고 하면 +// 패닉이 아닌 `None`이 반환됩니다. +assert_eq!(numbers.get(3), None); +<span class="boring">}</span></code></pre></pre> +<p>배열을 사용한 요소 액세스와 마찬가지로 액세스 범위가 검사됩니다. O(1) 복잡도를 갖습니다.</p> +<h2 id="메모리-레이아웃-2"><a class="header" href="#메모리-레이아웃-2">메모리 레이아웃</a></h2> +<p><code>Vec</code>은 힙에 할당된 데이터 구조입니다.<br /> +<code>Vec</code>을 생성하면 요소를 저장하기 위해 힙에 메모리를 할당합니다.</p> +<p>다음 코드를 실행하면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = Vec::with_capacity(3); +numbers.push(1); +numbers.push(2); +<span class="boring">}</span></code></pre></pre> +<p>메모리 레이아웃은 다음과 같습니다:</p> +<pre><code class="language-text"> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 2 | 3 | + +--|------+--------+----------+ + | + | + v + +---+---+---+ +Heap: | 1 | 2 | ? | + +---+---+---+ +</code></pre> +<p><code>Vec</code>은 세 가지를 추적합니다:</p> +<ul> +<li>예약한 힙 영역에 대한 <strong>포인터</strong>.</li> +<li>벡터의 <strong>길이</strong>, 즉 벡터에 포함된 요소 수.</li> +<li>벡터의 <strong>용량</strong>, 즉 힙에 예약된 공간에 들어갈 수 있는 요소의 수.</li> +</ul> +<p>이 레이아웃은 친숙해 보일 것입니다. <code>String</code>과 정확히 동일합니다!<br /> +이는 우연이 아닙니다. <code>String</code>은 내부적으로 바이트 벡터 <code>Vec<u8></code>로 정의됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct String { + vec: Vec<u8>, +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-59"><a class="header" href="#예제-59">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/02_vec"><code>06_ticket_management/02_vec</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="리사이징"><a class="header" href="#리사이징">리사이징</a></h1> +<p>우리는 <code>Vec</code>이 "늘어날 수 있는" 벡터 타입이라고 말했는데, 그게 무슨 뜻일까요? 이미 최대 용량에 도달한 <code>Vec</code>에 요소를 삽입하려고 하면 어떻게 될까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = Vec::with_capacity(3); +numbers.push(1); +numbers.push(2); +numbers.push(3); // 최대 용량 도달 +numbers.push(4); // 여기서는 어떻게 될까요? +<span class="boring">}</span></code></pre></pre> +<p><code>Vec</code>은 자체적으로 <strong>크기 조정</strong>됩니다.<br /> +할당자에게 새로운(더 큰) 힙 메모리 청크를 요청하고 요소를 복사한 다음 이전 메모리 할당을 취소합니다.</p> +<p>이 작업에는 새로운 메모리 할당과 모든 기존 요소 복사가 포함되므로 비용이 많이 들 수 있습니다.</p> +<h2 id="vecwith_capacity"><a class="header" href="#vecwith_capacity"><code>Vec::with_capacity</code></a></h2> +<p><code>Vec</code>에 저장할 요소 수를 대략적으로 알고 있다면 <code>Vec::with_capacity</code> 메서드를 사용하여 충분한 메모리를 미리 할당할 수 있습니다.<br /> +이렇게 하면 <code>Vec</code>이 커질 때 새로운 할당을 피할 수 있지만 실제 사용량을 과대평가하면 메모리가 낭비될 수 있습니다.</p> +<p>상황에 맞게 사용하세요.</p> +<h2 id="예제-60"><a class="header" href="#예제-60">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/03_resizing"><code>06_ticket_management/03_resizing</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="반복"><a class="header" href="#반복">반복</a></h1> +<p>첫 번째 예제에서 Rust를 사용하면 <code>for</code> 루프를 사용하여 컬렉션을 반복할 수 있다는 것을 배웠습니다. 우리는 그 시점에서 범위(예: <code>0..5</code>)를 다루고 있었지만 배열이나 벡터와 같은 컬렉션에도 마찬가지입니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `Vec`에서도 작동합니다 +let v = vec![1, 2, 3]; +for n in v { + println!("{}", n); +} + +// 배열에서도 작동합니다 +let a: [u32; 3] = [1, 2, 3]; +for n in a { + println!("{}", n); +} +<span class="boring">}</span></code></pre></pre> +<p>이제 이것이 내부적으로 어떻게 작동하는지 이해할 시간입니다.</p> +<h2 id="for-디슈가링"><a class="header" href="#for-디슈가링"><code>for</code> 디슈가링</a></h2> +<p>Rust에서 <code>for</code> 루프를 작성할 때마다 컴파일러는 이를 다음 코드처럼 _디슈가링_합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut iter = IntoIterator::into_iter(v); +loop { + match iter.next() { + Some(n) => { + println!("{}", n); + } + None => break, + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>loop</code>는 <code>for</code>와 <code>while</code> 위에 있는 또 다른 반복 구조입니다.<br /> +<code>loop</code> 블록은 명시적으로 <code>break</code>하지 않는 한 영원히 실행됩니다.</p> +<h2 id="iterator-트레잇"><a class="header" href="#iterator-트레잇"><code>Iterator</code> 트레잇</a></h2> +<p>이전 코드 조각의 <code>next</code> 메서드는 <code>Iterator</code> 트레잇에서 나왔습니다. <code>Iterator</code> 트레잇은 Rust의 표준 라이브러리에 정의되어 있으며일련의 값을 생성할 수 있는 타입에 대한 공유 인터페이스를 제공합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait Iterator { + type Item; + fn next(&mut self) -> Option<Self::Item>; +} +<span class="boring">}</span></code></pre></pre> +<p><code>Item</code> 관련 타입은 반복자가 생성하는 값의 타입을 지정합니다.</p> +<p><code>next</code>는 시퀀스의 다음 값을 반환합니다.<br /> +반환할 값이 있으면 <code>Some(value)</code>를 반환하고, 없으면 <code>None</code>을 반환합니다.</p> +<p>주의하세요: <code>None</code>을 반환할 때 반복자가 소진된다는 보장은 없습니다. 이는 반복자가 (더 제한적인) <a href="https://doc.rust-lang.org/std/iter/trait.FusedIterator.html"><code>FusedIterator</code></a> 트레잇을 구현하는 경우에만 보장됩니다.</p> +<h2 id="intoiterator-트레잇"><a class="header" href="#intoiterator-트레잇"><code>IntoIterator</code> 트레잇</a></h2> +<p>모든 타입이 <code>Iterator</code>를 구현하는 것은 아니지만 많은 타입이 이를 구현하는 타입으로 변환될 수 있습니다.<br /> +여기가 <code>IntoIterator</code> 트레잇이 필요한 시점입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait IntoIterator { + type Item; + type IntoIter: Iterator<Item = Self::Item>; + fn into_iter(self) -> Self::IntoIter; +} +<span class="boring">}</span></code></pre></pre> +<p><code>into_iter</code> 메서드는 원래 값을 사용하고 해당 요소에 대한 반복자를 반환합니다.<br /> +타입은 <code>IntoIterator</code>의 구현을 하나만 가질 수 있습니다. <code>for</code>가 무엇을 디슈가링 하는지에 대한 모호성은 없습니다.</p> +<p>한 가지 세부 사항: <code>Iterator</code>를 구현하는 모든 타입은 자동으로 <code>IntoIterator</code>도 구현합니다. 그들은 단지 <code>into_iter</code>에서 스스로 돌아옵니다!</p> +<h2 id="경계-확인"><a class="header" href="#경계-확인">경계 확인</a></h2> +<p>반복자를 반복하면 좋은 부작용이 있습니다. 설계상 범위를 벗어날 수 없습니다.<br /> +이를 통해 Rust는 생성된 기계어 코드에서 경계 검사를 제거하여 반복 작업을 더 빠르게 할 수 있습니다.</p> +<p>다시 말해서,</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![1, 2, 3]; +for n in v { + println!("{}", n); +} +<span class="boring">}</span></code></pre></pre> +<p>위 코드가 일반적으로 다음보다 빠릅니다</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![1, 2, 3]; +for i in 0..v.len() { + println!("{}", v[i]); +} +<span class="boring">}</span></code></pre></pre> +<p>이 규칙에는 예외가 있습니다. 컴파일러는 때때로 수동 인덱싱을 사용해도 범위를 벗어나지 않는다는 것을 증명하여 어쨌든 범위 검사를 제거할 수 있습니다. 그러나 일반적으로 가능한 경우 인덱싱보다 반복을 선호합니다.</p> +<h2 id="예제-61"><a class="header" href="#예제-61">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/04_iterators"><code>06_ticket_management/04_iterators</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="iter"><a class="header" href="#iter"><code>.iter()</code></a></h1> +<p><code>IntoIterator</code> **는 <code>self</code>를 사용하여 반복자를 생성합니다.</p> +<p>여기에는 장점이 있습니다. 반복자에서 <strong>소유</strong> 값을 얻습니다. 예를 들어, <code>Vec<Ticket></code>에서 <code>.into_iter()</code>를 호출하면 <code>Ticket</code> 값을 반환하는 반복자를 얻게 됩니다.</p> +<p>그것은 또한 단점이기도 합니다. <code>.into_iter()</code>를 호출한 후에는 더 이상 원본 컬렉션을 사용할 수 없습니다. 컬렉션을 사용하지 않고 컬렉션을 반복하고 대신 값에 대한 <strong>참조</strong>를 살펴보고 싶은 경우가 많습니다. <code>Vec<Ticket></code>의 경우 <code>&Ticket</code> 값을 반복하고 싶을 것입니다.</p> +<p>대부분의 컬렉션은 컬렉션 요소에 대한 참조에 대한 반복자를 반환하는 <code>.iter()</code>라는 메서드를 노출합니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: Vec<u32> = vec![1, 2]; +// `n`에는 `&u32` 타입이 있습니다. +for n in numbers.iter() { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>이 패턴은 <strong>컬렉션에 대한 참조</strong>에 대해 <code>IntoIterator</code>를 구현하여 단순화할 수 있습니다. 위의 예에서는 <code>&Vec<Ticket></code>이 됩니다.<br /> +표준 라이브러리가 이를 수행하므로 다음 코드가 작동합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers: Vec<u32> = vec![1, 2]; +// 여기서 `n`에는 `&u32` 타입이 있습니다. +// 명시적으로 `.iter()`를 호출할 필요는 없습니다 +// `for` 루프에서 `&numbers`를 사용하면 충분합니다 +for n in &numbers { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>두 가지 옵션을 모두 제공하는 것이 관용적입니다:</p> +<ul> +<li>컬렉션에 대한 참조를 위한 <code>IntoIterator</code> 구현.</li> +<li>컬렉션의 요소에 대한 참조에 대한 반복자를 반환하는 <code>.iter()</code> 메서드.</li> +</ul> +<p>전자는 <code>for</code> 루프에서 편리하고, 후자는 더 명시적이며 다른 컨텍스트에서 사용될 수 있습니다.</p> +<h2 id="예제-62"><a class="header" href="#예제-62">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/05_iter"><code>06_ticket_management/05_iter</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="수명"><a class="header" href="#수명">수명</a></h1> +<p><code>for</code> 루프의 편의성을 극대화하기 위해 <code>&TicketStore</code>에 대한 <code>IntoIterator</code> 구현을 추가하여 이전 예제를 완료해 보겠습니다.</p> +<p>구현의 가장 "명확한" 부분을 채우는 것부터 시작해 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl IntoIterator for &TicketStore { + type Item = &Ticket; + type IntoIter = // 여기에 무엇이 들어갈까요? + + fn into_iter(self) -> Self::IntoIter { + self.tickets.iter() + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>type IntoIter</code>는 무엇으로 설정되어야 할까요?<br /> +직관적으로 이것은 <code>self.tickets.iter()</code>에 의해 반환된 타입, 즉 <code>Vec::iter()</code>에 의해 반환된 타입이어야 합니다.<br /> +표준 라이브러리 문서를 확인하면 <code>Vec::iter()</code>가 <code>std::slice::Iter</code>를 반환한다는 것을 알 수 있습니다. Iter의 정의는 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Iter<'a, T> { /* 필드 생략 */ } +<span class="boring">}</span></code></pre></pre> +<p>`<code>a\</code>는 <strong>수명 매개변수</strong>입니다.</p> +<h2 id="수명-매개변수"><a class="header" href="#수명-매개변수">수명 매개변수</a></h2> +<p>수명은 참조(변경 가능 또는 불변)가 얼마나 오랫동안 유효한지 추적하기 위해 Rust 컴파일러에서 사용하는 <strong>레이블</strong>입니다.<br /> +참조의 수명은 참조하는 값의 범위에 따라 제한됩니다. Rust는 댕글링 포인터와 use-after-free 버그를 피하기 위해 컴파일 타임에 참조가 참조하는 값이 삭제된 후에 참조가 사용되지 않도록 항상 확인합니다.</p> +<p>이는 친숙하게 들릴 것입니다. 우리는 소유권과 차용에 대해 논의할 때 이미 이러한 개념이 실제로 실행되는 것을 보았습니다. 수명은 특정 참조가 유효한 기간을 <strong>명칭</strong>하는 방법일 뿐입니다.</p> +<p>여러 참조가 있고 해당 참조가 <strong>서로 관련</strong>되는 방식을 명확히 해야 할 때 이름 지정이 중요해집니다. <code>Vec::iter()</code>의 시그니처를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl <T> Vec<T> { + // 약간 단순화됨 + pub fn iter<'a>(&'a self) -> Iter<'a, T> { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Vec::iter()</code>는 <code>'a</code>라는 이름의 수명 매개변수로 일반화됩니다.<br /> +<code>'a</code>는 <code>Vec</code>의 수명과 <code>iter()</code>에 의해 반환된 <code>Iter</code>의 수명을 <strong>연결</strong>하는 데 사용됩니다. 사람 말로 말하면, <code>iter()</code>에 의해 반환된 <code>Iter</code>는 그것이 생성된 <code>Vec</code> 참조(<code>&self</code>)보다 오래 살아있을 수 없습니다.</p> +<p>이는 우리가 논의한 것처럼 <code>Vec::iter</code>가 <code>Vec</code> 요소에 대한 <strong>참조</strong>에 대한 반복자를 반환하기 때문에 중요합니다. <code>Vec</code>가 삭제되면 반복자가 반환한 참조가 유효하지 않게 됩니다. Rust는 이런 일이 발생하지 않도록 해야 하며 수명은 이 규칙을 시행하는 데 사용하는 도구입니다.</p> +<h2 id="수명-제거"><a class="header" href="#수명-제거">수명 제거</a></h2> +<p>Rust에는 <strong>수명 제거 규칙</strong>이라는 일련의 규칙이 있는데, 이를 통해 많은 경우에 명시적인 수명 어노테이션을 생략할 수 있습니다. 예를 들어, <code>Vec::iter</code>의 정의는 <code>std</code>의 소스 코드에서 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl <T> Vec<T> { + pub fn iter(&self) -> Iter<'_, T> { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Vec::iter()</code>의 시그니처에는 명시적인 수명 매개변수가 없습니다. 제거 규칙은 <code>iter()</code>에 의해 반환된 <code>Iter</code>의 수명이 <code>&self</code> 참조의 수명과 연결되어 있음을 의미합니다. <code>'_</code>는 <code>&self</code> 참조의 수명 동안 <strong>플레이스 홀더</strong>로 생각하면 됩니다.</p> +<p>수명 제거에 대한 공식 문서 링크는 <a href="06_ticket_management/06_lifetimes.html#%EC%B0%B8%EC%A1%B0">참조</a> 섹션을 참조하세요.<br /> +대부분의 경우 컴파일러가 명시적인 수명 어노테이션을 추가해야 할 때를 알려주기때문에 컴파일러를 믿으면 됩니다.</p> +<h2 id="참조-1"><a class="header" href="#참조-1">참조</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/vec/struct.Vec.html#method.iter">std::vec::Vec::iter</a></li> +<li><a href="https://doc.rust-lang.org/std/slice/struct.Iter.html">std::slice::Iter</a></li> +<li><a href="https://doc.rust-lang.org/reference/lifetime-elision.html">Lifetime elision rules</a></li> +</ul> +<h2 id="예제-63"><a class="header" href="#예제-63">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/06_lifetimes"><code>06_ticket_management/06_lifetimes</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="결합자combinators"><a class="header" href="#결합자combinators">결합자(Combinators)</a></h1> +<p>반복자는 <code>for</code> 루프보다 훨씬 더 많은 일을 할 수 있습니다!<br /> +<code>Iterator</code> 트레잇에 대한 문서를 보면 다양한 방법으로 반복자를 변환, 필터링 및 결합하는 데 활용할 수 있는 <strong>광범위한</strong> 메서드 컬렉션을 찾을 수 있습니다.</p> +<p>가장 일반적인 것을 언급 해 보겠습니다:</p> +<ul> +<li><code>map</code>은 반복자의 각 요소에 함수를 적용합니다.</li> +<li><code>filter</code>는 조건자를 만족하는 요소만 유지합니다.</li> +<li><code>filter_map</code>은 <code>filter</code>와 <code>map</code>을 한 단계로 결합합니다.</li> +<li>'cloned'는 참조 반복자를 값 반복자로 변환하여 각 요소를 복제합니다.</li> +<li><code>enumerate</code>는 <code>(index, value)</code> 쌍을 생성하는 새로운 반복자를 반환합니다.</li> +<li><code>skip</code>은 반복자의 처음 <code>n</code>개의 요소를 건너뜁니다.</li> +<li><code>take</code>는 <code>n</code>개의 요소 다음에 반복자를 중지시킵니다.</li> +<li><code>chain</code>은 두 개의 반복자를 하나로 결합합니다.</li> +</ul> +<p>이러한 메서드를 <strong>결합자</strong>라고 합니다.<br /> +일반적으로 간결하고 읽기 쉬운 방식으로 복잡한 변환을 생성하기 위해 함께 <strong>체인</strong>됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3, 4, 5]; +// 짝수의 제곱의 합 +let outcome: u32 = numbers.iter() + .filter(|&n| n % 2 == 0) + .map(|&n| n * n) + .sum(); +<span class="boring">}</span></code></pre></pre> +<h2 id="클로저"><a class="header" href="#클로저">클로저</a></h2> +<p>위의 <code>filter</code> 및 <code>map</code> 메소드에서는 무슨 일이 일어나고 있을까요?<br /> +그들은 <strong>클로저</strong>를 인수로 사용합니다.</p> +<p>클로저는 <strong>익명 함수</strong>, 즉 우리에게 익숙한 <code>fn</code> 구문을 사용하여 정의되지 않은 함수입니다.<br /> +<code>|args| body</code>를 사용하여 정의됩니다. 여기서 <code>args</code>는 인수이고 <code>body</code>는 함수 본문입니다. <code>body</code>는 코드 블록이거나 단일 표현식일 수 있습니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 인수에 1을 더하는 익명 함수 +let add_one = |x| x + 1; +// 블록으로도 작성할 수 있습니다: +let add_one = |x| { x + 1 }; +<span class="boring">}</span></code></pre></pre> +<p>클로저는 하나 이상의 인수를 취할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let add = |x, y| x + y; +let sum = add(1, 2); +<span class="boring">}</span></code></pre></pre> +<p>또한 변수를 캡처할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let x = 42; +let add_x = |y| x + y; +let sum = add_x(1); +<span class="boring">}</span></code></pre></pre> +<p>필요한 경우 인수 타입이나 반환 타입을 지정할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 입력 타입만 +let add_one = |x: i32| x + 1; +// 또는 `fn` 구문을 사용하여 입력 및 출력 타입 모두 +let add_one: fn(i32) -> i32 = |x| x + 1; +<span class="boring">}</span></code></pre></pre> +<h2 id="collect"><a class="header" href="#collect"><code>collect</code></a></h2> +<p>결합자를 사용하여 반복자 변환을 완료하면 이제 뭘 해야 할까요?<br /> +<code>for</code> 루프를 사용하여 변환된 값을 반복하거나 컬렉션으로 수집해야합니다.</p> +<p>후자는 <code>collect</code> 메소드를 사용하여 수행됩니다.<br /> +<code>collect</code>는 반복자를 사용하고 해당 요소를 선택한 컬렉션으로 수집합니다.</p> +<p>예를 들어 짝수의 제곱을 <code>Vec</code>으로 수집할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3, 4, 5]; +let squares_of_evens: Vec<u32> = numbers.iter() + .filter(|&n| n % 2 == 0) + .map(|&n| n * n) + .collect(); +<span class="boring">}</span></code></pre></pre> +<p><code>collect</code>는 <strong>반환 타입</strong>에 일반화됩니다.<br /> +따라서 일반적으로 컴파일러가 올바른 타입을 유추하는 데 도움이 되는 유형 힌트를 제공해야 합니다. 위의 예에서는 <code>squares_of_evens</code> 타입을 <code>Vec<u32></code>로 어노테이션했습니다. 또는 <strong>turbofish 구문</strong>을 사용하여 타입을 지정할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let squares_of_evens = numbers.iter() + .filter(|&n| n % 2 == 0) + .map(|&n| n * n) + // Turbofish 구문: `<method_name>::<type>()` + // `::<>`이 물고기처럼 보이기 때문에 터보피시라고 합니다 + .collect::<Vec<u32>>(); +<span class="boring">}</span></code></pre></pre> +<h2 id="읽을거리-10"><a class="header" href="#읽을거리-10">읽을거리</a></h2> +<ul> +<li><a href="https://doc.rust-lang.org/std/iter/trait.Iterator.html"><code>Iterator</code> 문서</a>는 <code>std</code>의 반복자에 사용할 수 있는 메서드에 대한 개요를 제공합니다.</li> +<li><code>itertools</code> 크레이트는 반복자를 위한 <strong>더 많은</strong> 결합자를 정의합니다.</li> +</ul> +<h2 id="예제-64"><a class="header" href="#예제-64">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/07_combinators"><code>06_ticket_management/07_combinators</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="impl-trait"><a class="header" href="#impl-trait"><code>impl Trait</code></a></h1> +<p><code>TicketStore::to_dos</code>는 <code>Vec<&Ticket></code>을 반환합니다.<br /> +해당 시그니처는 <code>to_dos</code>가 호출될 때마다 새로운 힙 할당을 시행하는데, 이는 호출자가 출력값으로 수행해야 하는 작업에 따라 불필요할 수 있습니다. <code>to_dos</code>가 <code>Vec</code> 대신 반복자를 반환하여 호출자가 결과를 <code>Vec</code>로 수집할지 아니면 그냥 반복할지 결정할 수 있도록 하는 것이 더 좋습니다.</p> +<p>그래도 까다롭습니다! 아래에 구현된 <code>to_dos</code>의 반환 타입은 무엇일까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl TicketStore { + pub fn to_dos(&self) -> ??? { + self.tickets.iter().filter(|t| t.status == Status::ToDo) + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="이름을-지정할-수-없는-타입"><a class="header" href="#이름을-지정할-수-없는-타입">이름을 지정할 수 없는 타입</a></h2> +<p><code>filter</code> 메소드는 다음과 같은 정의를 갖는 <code>std::iter::Filter</code>의 인스턴스를 반환합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Filter<I, P> { /* 필드 생략 */ } +<span class="boring">}</span></code></pre></pre> +<p>여기서 <code>I</code>는 필터링되는 반복자의 타입이고 <code>P</code>는 요소를 필터링하는 데 사용되는 조건자입니다.<br /> +이 경우 <code>I</code>는 <code>std::slice::Iter<'_, Ticket></code>이라는 것을 알고 있지만 <code>P</code>는 어떤가요?<br /> +<code>P</code>는 클로저, <strong>익명 함수</strong>입니다. 이름에서 알 수 있듯이 클로저에는 이름이 없으므로 코드에 적을 수 없습니다.</p> +<p>Rust에는 이에 대한 해결책이 있습니다: <strong>impl Trait</strong>.</p> +<h2 id="impl-trait-1"><a class="header" href="#impl-trait-1"><code>impl Trait</code></a></h2> +<p><code>impl Trait</code>은 이름을 지정하지 않고 타입을 반환할 수 있는 기능입니다. 해당 타입이 구현하는 트래잇(들)을 선언하면 Rust가 나머지를 알아냅니다.</p> +<p>이 경우 <code>Ticket</code>에 대한 참조의 반복자를 반환하려고 합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl TicketStore { + pub fn to_dos(&self) -> impl Iterator<Item = &Ticket> { + self.tickets.iter().filter(|t| t.status == Status::ToDo) + } +} +<span class="boring">}</span></code></pre></pre> +<p>이게 전부입니다!</p> +<h2 id="제네릭"><a class="header" href="#제네릭">제네릭?</a></h2> +<p>반환 위치의 <code>impl Trait</code>은 일반 매개변수가 <strong>아닙니다</strong>.</p> +<p>제네릭은 함수 호출자가 채우는 타입에 대한 플레이스 홀더입니다. 일반 매개변수가 있는 함수는 <strong>다형성</strong>입니다. 즉, 다양한 타입으로 호출될 수 있으며 컴파일러는 각 타입에 대해 다른 구현을 생성합니다.</p> +<p><code>impl Trait</code>의 경우는 그렇지 않습니다. <code>impl Trait</code>이 있는 함수의 반환 타입은 컴파일 타임에 <strong>고정</strong>되며, 컴파일러는 이에 대한 단일 구현을 생성합니다. 이것이 <code>impl Trait</code>을 <strong>불투명 반환 타입</strong>이라고도 부르는 이유입니다. 호출자는 반환 값의 정확한 타입을 모르고 지정된 트레잇을 구현한다는 것만 알 수 있습니다. 그러나 컴파일러는 정확한 타입을 알고 있으므로 다형성이 관련되지 않습니다.</p> +<h2 id="rpit"><a class="header" href="#rpit">RPIT</a></h2> +<p>Rust에 대한 RFC나 심층 분석을 읽으면 <strong>RPIT</strong>라는 약어를 접하게 될 것입니다.<br /> +**"Return Position Impl Trait"**의 약자로 리턴 포지션에서 <code>impl Trait</code>을 사용하는 것을 말합니다.</p> +<h2 id="예제-65"><a class="header" href="#예제-65">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/08_impl_trait"><code>06_ticket_management/08_impl_trait</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="인수-위치의-impl-trait"><a class="header" href="#인수-위치의-impl-trait">인수 위치의 <code>impl Trait</code></a></h1> +<p>이전 섹션에서 <code>impl Trait</code>을 사용하여 이름을 지정하지 않고 타입을 반환하는 방법을 살펴보았습니다.<br /> +<strong>인수 위치</strong>에도 동일한 구문을 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_iter(iter: impl Iterator<Item = i32>) { + for i in iter { + println!("{}", i); + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>print_iter</code>는 <code>i32</code>의 반복자를 가져와 각 요소를 프린트합니다.<br /> +<strong>인수 위치</strong>에서 사용될 때 <code>impl Trait</code>은 트레잇 바운드가 있는 일반 매개변수와 동일합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn print_iter<T>(iter: T) +where + T: Iterator<Item = i32> +{ + for i in iter { + println!("{}", i); + } +} +<span class="boring">}</span></code></pre></pre> +<h2 id="단점"><a class="header" href="#단점">단점</a></h2> +<p>경험상 인수 위치에서는 <code>impl Trait</code>보다 제네릭을 선호합니다.<br /> +제네릭을 사용하면 호출자가 명확성에 유용할 수 있는 터보피시 구문(<code>::<></code>)을 사용하여 인수 타입을 명시적으로 지정할 수 있습니다. <code>impl Trait</code>의 경우는 그렇지 않습니다.</p> +<h2 id="예제-66"><a class="header" href="#예제-66">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/09_impl_trait_2"><code>06_ticket_management/09_impl_trait_2</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="슬라이스"><a class="header" href="#슬라이스">슬라이스</a></h1> +<p><code>Vec</code>의 메모리 레이아웃으로 돌아가 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = Vec::with_capacity(3); +numbers.push(1); +numbers.push(2); +<span class="boring">}</span></code></pre></pre> +<pre><code class="language-text"> +---------+--------+----------+ +Stack | pointer | length | capacity | + | | | 2 | 3 | + +--|------+--------+----------+ + | + | + v + +---+---+---+ +Heap: | 1 | 2 | ? | + +---+---+---+ +</code></pre> +<p>우리는 <code>String</code>이 어떻게 위장된 <code>Vec<u8></code>인지 이미 언급했습니다.<br /> +이 유사성을 보면 아마 이런 질문이 떠오를겁니다: "<code>Vec</code>버전의 <code>&str</code>는 뭐지?"</p> +<h2 id="t"><a class="header" href="#t"><code>&[T]</code></a></h2> +<p><code>[T]</code>는 <code>T</code> 타입의 연속된 요소 시퀀스의 <strong>슬라이스</strong>입니다.<br /> +보통 참조 형태인 <code>&[T]</code>로 사용합니다.</p> +<p><code>Vec</code>에서 슬라이스 참조를 생성하는 방법에는 여러 가지가 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +// 인덱스 구문을 통해 +let slice: &[i32] = &numbers[..]; +// 메소드를 통해 +let slice: &[i32] = numbers.as_slice(); +// 또는 요소의 하위 집합에 대해 +let slice: &[i32] = &numbers[1..]; +<span class="boring">}</span></code></pre></pre> +<p><code>Vec</code>은 <code>[T]</code>를 대상 타입으로 사용하여 <code>Deref</code> 트레잇을 구현하므로 deref coercion 덕분에 <code>Vec</code>에서 직접 슬라이스 메서드를 사용할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +// 놀라운 사실: `iter`는 `Vec`의 메서드가 아닙니다! +// `&[T]`의 메서드이지만 deref coercion 덕분에 +// `Vec`에서 호출할 수 있습니다. +let sum: i32 = numbers.iter().sum(); +<span class="boring">}</span></code></pre></pre> +<h3 id="메모리-레이아웃-3"><a class="header" href="#메모리-레이아웃-3">메모리 레이아웃</a></h3> +<p><code>&[T]</code>는 <code>&str</code>과 마찬가지로 <strong>팻 포인터</strong>입니다.<br /> +이는 슬라이스의 첫 번째 요소에 대한 포인터와 슬라이스의 길이로 구성됩니다.</p> +<p>세 가지 요소를 포함하는 <code>Vec</code>이 있는 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let numbers = vec![1, 2, 3]; +<span class="boring">}</span></code></pre></pre> +<p>그런 다음 슬라이스 참조를 만듭니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let slice: &[i32] = &numbers[1..]; +<span class="boring">}</span></code></pre></pre> +<p>다음과 같은 메모리 레이아웃을 얻게 됩니다:</p> +<pre><code class="language-text"> numbers slice + +---------+--------+----------+ +---------+--------+ +Stack | pointer | length | capacity | | pointer | length | + | | | 3 | 4 | | | | 2 | + +----|----+--------+----------+ +----|----+--------+ + | | + | | + v | + +---+---+---+---+ | +Heap: | 1 | 2 | 3 | ? | | + +---+---+---+---+ | + ^ | + | | + +--------------------------------+ +</code></pre> +<h3 id="vect-vs-t"><a class="header" href="#vect-vs-t"><code>&Vec<T></code> vs <code>&[T]</code></a></h3> +<p><code>Vec</code>에 대한 불변 참조를 함수에 전달해야 하는 경우 <code>&Vec<T></code>보다 <code>&[T]</code>를 사용하세요.<br /> +이를 통해 함수는 반드시 <code>Vec</code>에 의해 지원되는 슬라이스가 아닌 모든 종류의 슬라이스를 허용할 수 있습니다.</p> +<p>예를 들어, <code>Vec</code>에 있는 요소의 하위 집합을 전달할 수 있습니다. 하지만 그 이상입니다. <strong>배열의 슬라이스</strong>도 전달할 수도 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let array = [1, 2, 3]; +let slice: &[i32] = &array; +<span class="boring">}</span></code></pre></pre> +<p>배열 슬라이스와 <code>Vec</code> 슬라이스는 동일한 타입입니다. 즉, 연속된 요소 시퀀스에 대한 팻 포인터입니다. 배열의 경우 포인터는 힙이 아닌 스택을 가리키지만 슬라이스를 사용할 때는 중요하지 않습니다.</p> +<h2 id="예제-67"><a class="header" href="#예제-67">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/10_slices"><code>06_ticket_management/10_slices</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="변경-가능한-슬라이스"><a class="header" href="#변경-가능한-슬라이스">변경 가능한 슬라이스</a></h1> +<p>우리는 슬라이스 타입(예: <code>str</code>와 <code>[T]</code>)에 대해 이야기할 때마다 불변 참조 형식(<code>&str</code> 및 <code>&[T]</code>)을 사용했습니다.<br /> +하지만 슬라이스도 변경할 수 있습니다!</p> +<p>변경 가능한 슬라이스를 만드는 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = vec![1, 2, 3]; +let slice: &mut [i32] = &mut numbers; +<span class="boring">}</span></code></pre></pre> +<p>그런 다음 슬라이스의 요소를 수정할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>slice[0] = 42; +<span class="boring">}</span></code></pre></pre> +<p>그러면 <code>Vec</code>의 첫 번째 요소가 <code>42</code>로 변경됩니다.</p> +<h2 id="한계점-1"><a class="header" href="#한계점-1">한계점</a></h2> +<p>불변 참조로 작업할 때 권장 사항은 명확했습니다. 소유한 타입에 대한 참조보다 슬라이스 참조를 선호합니다(예: <code>&Vec<T></code>보다 <code>&[T]</code>).<br /> +변경 가능한 빌림의 경우는 <strong>그렇지</strong> 않습니다.</p> +<p>다음 시나리오를 생각해보세요:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let mut numbers = Vec::with_capacity(2); +let mut slice: &mut [i32] = &mut numbers; +slice.push(1); +<span class="boring">}</span></code></pre></pre> +<p>컴파일되지 않습니다!<br /> +<code>push</code>는 슬라이스가 아닌 <code>Vec</code>에 대한 메서드입니다. 이는 보다 일반적인 원칙의 표현입니다. Rust는 슬라이스에서 요소를 추가하거나 제거하는 것을 허용하지 않습니다. 이미 존재하는 요소를 수정/교체만 할 수 있습니다.</p> +<p>이와 관련하여 <code>&mut Vec</code> 또는 <code>&mut String</code>은 <code>&mut [T]</code> 또는 <code>&mut str</code>보다 엄격하게 더 강력합니다.<br /> +수행해야 하는 작업에 따라 가장 적합한 타입을 선택하십시오.</p> +<h2 id="예제-68"><a class="header" href="#예제-68">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/11_mutable_slices"><code>06_ticket_management/11_mutable_slices</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="티켓-id"><a class="header" href="#티켓-id">티켓 ID</a></h1> +<p>우리의 티켓 관리 시스템에 대해 다시 생각해 봅시다.<br /> +현재 우리의 티켓 모델은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Ticket { + pub title: TicketTitle, + pub description: TicketDescription, + pub status: Status +} +<span class="boring">}</span></code></pre></pre> +<p>여기서는 티켓을 고유하게 식별하는 <strong>식별자</strong>가 누락되었습니다.<br /> +해당 식별자는 각 티켓마다 고유해야 합니다. 새 티켓이 생성될 때 자동으로 생성하여 이를 보장할 수 있습니다.</p> +<h2 id="모델-개선"><a class="header" href="#모델-개선">모델 개선</a></h2> +<p>ID는 어디에 저장해야 하나요?<br /> +<code>Ticket</code> 구조체에 새 필드를 추가할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Ticket { + pub id: TicketId, + pub title: TicketTitle, + pub description: TicketDescription, + pub status: Status +} +<span class="boring">}</span></code></pre></pre> +<p>하지만 티켓을 만들기 전에는 ID를 알 수 없습니다. 그러니 처음부터 있을 수는 없습니다.<br /> +옵셔널해야 한다는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct Ticket { + pub id: Option<TicketId>, + pub title: TicketTitle, + pub description: TicketDescription, + pub status: Status +} +<span class="boring">}</span></code></pre></pre> +<p>그것은 또한 이상적이지 않습니다. 티켓이 생성되면 ID가 항상 거기에 있어야 한다는 것을 알고 있더라도 상점에서 티켓을 검색할 때마다 <code>None</code> 케이스를 처리해야 합니다.</p> +<p>가장 좋은 해결책은 <code>TicketDraft</code>와 <code>Ticket</code>이라는 두 가지 별도 타입으로 표시되는 두 개의 서로 다른 티켓 <strong>상태</strong>만드는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub struct TicketDraft { + pub title: TicketTitle, + pub description: TicketDescription +} + +pub struct Ticket { + pub id: TicketId, + pub title: TicketTitle, + pub description: TicketDescription, + pub status: Status +} +<span class="boring">}</span></code></pre></pre> +<p><code>TicketDraft</code>는 아직 생성되지 않은 티켓입니다. ID도 없고 상태도 없습니다.<br /> +<code>Ticket</code>은 생성된 티켓입니다. ID와 상태가 있습니다.<br /> +<code>TicketDraft</code>와 <code>Ticket</code>의 각 필드에는 자체 제약 조건이 포함되어 있으므로 두 타입에 로직을 중복할 필요가 없습니다.</p> +<h2 id="예제-69"><a class="header" href="#예제-69">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/12_two_states"><code>06_ticket_management/12_two_states</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="인덱싱"><a class="header" href="#인덱싱">인덱싱</a></h1> +<p><code>TicketStore::get</code>은 주어진 <code>TicketId</code>에 대해 <code>Option<&Ticket></code>을 반환합니다.<br /> +우리는 이전에 Rust의 인덱싱 구문을 사용하여 배열과 벡터의 요소에 액세스하는 방법을 살펴보았습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![0, 1, 2]; +assert_eq!(v[0], 0); +<span class="boring">}</span></code></pre></pre> +<p>어떻게 <code>TicketStore</code>에 대해서도 동일한 경험을 제공할 수 있을까요?<br /> +당신이 생각하고 있는 그게 맞습니다: <code>Index</code> 트레잇을 구현해야 합니다!</p> +<h2 id="index"><a class="header" href="#index"><code>Index</code></a></h2> +<p><code>Index</code> 트레잇은 Rust의 표준 라이브러리에 정의되어 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 약간 단순화됨 +pub trait Index<Idx> +{ + type Output; + + // 필수 메서드 + fn index(&self, index: Idx) -> &Self::Output; +} +<span class="boring">}</span></code></pre></pre> +<p><code>Index</code> 트레잇은 아래의 것들을 가집니다:</p> +<ul> +<li>인덱스 타입을 나타내는 하나의 제네릭 매개변수 <code>Idx</code></li> +<li>인덱스를 사용하여 검색한 타입을 나타내는 하나의 연관 타입 <code>Output</code></li> +</ul> +<p><code>index</code> 메서드가 어떻게 <code>Option</code>을 반환하지 않는지 확인하세요. 배열 및 vec 인덱싱에서 발생하는 것처럼 <code>index</code>가 존재하지 않는 요소에 액세스하려고 하면 패닉이 발생할 것이라고 가정합니다.</p> +<h2 id="예제-70"><a class="header" href="#예제-70">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/13_index"><code>06_ticket_management/13_index</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="변경-가능한-인덱싱"><a class="header" href="#변경-가능한-인덱싱">변경 가능한 인덱싱</a></h1> +<p><code>Index</code>는 읽기 전용 액세스를 허용합니다. 검색한 값을 변경할 수 없습니다.</p> +<h2 id="indexmut"><a class="header" href="#indexmut"><code>IndexMut</code></a></h2> +<p>가변성을 허용하려면 <code>IndexMut</code> 트레잇을 구현해야 합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 약간 단순화됨 +pub trait IndexMut<Idx>: Index<Idx> +{ + // 필수 메서드 + fn index_mut(&mut self, index: Idx) -> &mut Self::Output; +} +<span class="boring">}</span></code></pre></pre> +<p><code>IndexMut</code>는 타입이 이미 <code>Index</code>를 구현한 경우에만 구현할 수 있습니다. <em>추가</em> 기능을 잠금 해제하기 때문입니다.</p> +<h2 id="예제-71"><a class="header" href="#예제-71">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/14_index_mut"><code>06_ticket_management/14_index_mut</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="hashmap"><a class="header" href="#hashmap"><code>HashMap</code></a></h1> +<p>우리의 <code>Index</code>/<code>IndexMut</code> 구현은 최적이 아닙니다: 티켓을 ID로 검색하기 위해 전체 <code>Vec</code>을 반복해야 하며, 알고리즘 복잡도는 티켓 스토어 내의 티켓 수를 나타내는 <code>n</code>에 비례하여 <code>O(n)</code>입니다.</p> +<p>티켓 저장을 위해 <code>HashMap<K, V></code>라는 다른 데이터 구조를 사용하면 더 나은 결과를 얻을 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::collections::HashMap; + +// 타입 추론을 통해 명시적인 타입 시그니처(이 예에서는 +// HashMap<String, String>`이 됨)을 생략할 수 있습니다. +let mut book_reviews = HashMap::new(); + +book_reviews.insert( + "Adventures of Huckleberry Finn".to_string(), + "My favorite book.".to_string(), +); +<span class="boring">}</span></code></pre></pre> +<p><code>HashMap</code>은 키-값 쌍으로 작동합니다. 두 가지 모두에 대해 일반화됩니다. <code>K</code>는 키 타입에 대한 일반 매개변수이고 <code>V</code>는 값 타입에 대한 매개변수입니다.</p> +<p>삽입, 검색 및 제거의 예상 비용은 <strong>상수</strong>, <code>O(1)</code>입니다. 우리의 사용 사례에 딱 맞는 것 같지 않나요?</p> +<h2 id="주요-요구-사항"><a class="header" href="#주요-요구-사항">주요 요구 사항</a></h2> +<p><code>HashMap</code>의 구조체 정의에는 트레잇 바운드가 없지만 해당 메서드에서 일부를 찾을 수 있습니다. 예를 들어 <code>insert</code>를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 약간 단순화됨 +impl<K, V> HashMap<K, V> +where + K: Eq + Hash, +{ + pub fn insert(&mut self, k: K, v: V) -> Option<V> { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p>키 타입은 <code>Eq</code> 및 <code>Hash</code> 트레잇을 구현해야 합니다.<br /> +그 두 가지를 파헤쳐 보겠습니다.</p> +<h2 id="hash"><a class="header" href="#hash"><code>Hash</code></a></h2> +<p>해싱 함수(또는 해셔)는 잠재적으로 무한한 값 집합(예: 가능한 모든 문자열)을 제한된 범위(예: <code>u64</code> 값)에 매핑합니다.<br /> +찾아보면 서로 다른 속성(속도, 충돌 위험, 가역성 등)을 가진 다양한 해싱 함수가 있습니다.</p> +<p>이름에서 알 수 있듯이 <code>HashMap</code>은 뒤에서 해싱 함수를 사용합니다. 키를 해시한 다음 해당 해시를 사용하여 관련 값을 저장/검색합니다. 이 전략에서는 키 타입이 해시 가능해야 하므로 <code>K</code>에 <code>Hash</code> 트레잇이 바인딩됩니다.</p> +<p><code>std::hash</code> 모듈에서 <code>Hash</code> 트레잇을 찾을 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Hash { + // 필수 메서드 + fn hash<H>(&self, state: &mut H) + where H: Hasher; +} +<span class="boring">}</span></code></pre></pre> +<p><code>Hash</code>를 수동으로 구현하는 경우는 거의 없습니다. 대부분의 경우 다음과 같이 파생됩니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(Hash)] +struct Person { + id: u32, + name: String, +} +<span class="boring">}</span></code></pre></pre> +<h2 id="eq"><a class="header" href="#eq"><code>Eq</code></a></h2> +<p><code>HashMap</code>은 키가 동일한지 비교할 수 있어야 합니다. 이는 해시 충돌을 처리할 때 특히 중요합니다. 즉 두 개의 서로 다른 키가 동일한 값으로 해시되는 경우 말입니다.</p> +<p>아마 당신은 궁금할 것입니다: 이게 바로 <code>PartialEq</code> 트레잇이 하는 일 아닌가요? 거의 맞았습니다!<br /> +<code>PartialEq</code>는 반사성(reflexivity)을 보장하지 않기 때문에 <code>HashMap</code>에 적합하지 않습니다. 즉 <code>a == a</code>는 항상 <code>true</code>입니다.<br /> +예를 들어 부동 소수점 숫자(<code>f32</code> 및 <code>f64</code>)는 <code>PartialEq</code>를 구현하지만 반사성 속성을 충족하지 않습니다. <code>f32::NAN == f32::NAN</code>은 <code>false</code>입니다.<br /> +재귀성은 <code>HashMap</code>이 올바르게 작동하는 데 매우 중요합니다. 재귀성이 없으면 이를 삽입하는 데 사용한 것과 동일한 키를 사용하여 맵에서 값을 검색할 수 없습니다.</p> +<p><code>Eq</code> 트레잇은 반사성 속성을 사용하여 <code>PartialEq</code>를 확장합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Eq: PartialEq { + // 추가 메서드 없음 +} +<span class="boring">}</span></code></pre></pre> +<p>이는 마커 특성입니다. 새로운 메서드를 추가하지 않고 <code>PartialEq</code>에 구현된 동등 논리가 반사적임을 컴파일러에 알리는 방법일 뿐입니다.</p> +<p><code>PartialEq</code>를 파생시키면 <code>Eq</code>가 자동으로 파생될 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[derive(PartialEq, Eq)] +struct Person { + id: u32, + name: String, +} +<span class="boring">}</span></code></pre></pre> +<h2 id="eq와-hash는-연관되어있습니다"><a class="header" href="#eq와-hash는-연관되어있습니다"><code>Eq</code>와 <code>Hash</code>는 연관되어있습니다</a></h2> +<p><code>Eq</code>와 <code>Hash</code> 사이에는 암묵적인 약속이 있습니다. 두 키가 동일하면 해당 해시도 동일해야 합니다. 이는 <code>HashMap</code>이 올바르게 작동하는 데 중요합니다. 이 약속을 어기면 <code>HashMap</code>을 사용할 때 의미 없는 결과를 얻게 됩니다.</p> +<h2 id="예제-72"><a class="header" href="#예제-72">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/15_hashmap"><code>06_ticket_management/15_hashmap</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="순서"><a class="header" href="#순서">순서</a></h1> +<p><code>Vec</code>에서 <code>HashMap</code>으로 이동하여 티켓 관리 시스템의 성능을 개선하고 그 과정에서 코드를 단순화했습니다.<br /> +하지만 아직 모든 것이 완벽하지는 않습니다. <code>Vec</code> 지원 스토어를 반복할 때 티켓이 추가된 순서대로 반환된다는 것을 확신할 수 있었습니다.<br /> +<code>HashMap</code>의 경우는 그렇지 않습니다. 티켓을 반복할 수 있지만 순서는 무작위입니다.</p> +<p><code>HashMap</code>에서 <code>BTreeMap</code>으로 전환하면 다시 일관된 순서를 보장할 수 있습니다.</p> +<h2 id="btreemap"><a class="header" href="#btreemap"><code>BTreeMap</code></a></h2> +<p><code>BTreeMap</code>은 항목이 키를 기준으로 정렬되도록 보장합니다.<br /> +이는 특정 순서로 항목을 반복해야 하거나 범위 쿼리를 수행해야 하는 경우(예: "ID가 10에서 20 사이인 모든 티켓을 주세요") 유용합니다.</p> +<p><code>HashMap</code>과 마찬가지로 <code>BTreeMap</code> 정의에서는 트레잇 바운드를 찾을 수 없습니다. 그러나 해당 메서드에서 트레잇 바운드를 찾을 수 있습니다. <code>insert</code>를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `K`와 `V`는 각각 `HashMap`에서와 마찬가지로 // 키와 값 타입을 나타냅니다. +impl<K, V> BTreeMap<K, V> { + pub fn insert(&mut self, key: K, value: V) -> Option<V> + where + K: Ord, + { + // 구현 + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>Hash</code>는 더 이상 필요하지 않습니다. 대신, 키 유형은 'Ord' 트레잇을 구현해야 합니다.</p> +<h2 id="ord"><a class="header" href="#ord"><code>Ord</code></a></h2> +<p><code>Ord</code> 트레잇은 값을 비교하는 데 사용됩니다.<br /> +<code>PartialEq</code>는 동등성을 비교하는 데 사용되는 반면, <code>Ord</code>는 순서를 비교하는 데 사용됩니다.</p> +<p>이는 <code>std::cmp</code>에 정의되어 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait Ord: Eq + PartialOrd { + fn cmp(&self, other: &Self) -> Ordering; +} +<span class="boring">}</span></code></pre></pre> +<p><code>cmp</code> 메소드는 <code>Less</code>, <code>Equal</code> 또는 <code>Greater</code> 중 하나일 수 있는 <code>Ordering</code> 열거형을 반환합니다.<br /> +<code>Ord</code>를 사용하려면 <code>Eq</code>와 <code>PartialOrd</code>라는 두 가지 다른 트레잇이 구현되어야 합니다.</p> +<h2 id="partialord"><a class="header" href="#partialord"><code>PartialOrd</code></a></h2> +<p><code>PartialOrd</code>는 <code>Ord</code>의 약한 버전입니다. 마치 <code>PartialEq</code>가 <code>Eq</code>의 약한 버전인 것과 같습니다. 정의를 보면 그 이유를 알 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub trait PartialOrd: PartialEq { + fn partial_cmp(&self, other: &Self) -> Option<Ordering>; +} +<span class="boring">}</span></code></pre></pre> +<p><code>PartialOrd::partial_cmp</code>는 <code>Option</code>을 반환합니다. 두 값을 비교할 수 있다는 보장은 없습니다.<br /> +예를 들어, <code>f32</code>는 <code>NaN</code> 값을 비교할 수 없기 때문에 <code>Ord</code>를 구현하지 않습니다. 이는 <code>f32</code>가 <code>Eq</code>를 구현하지 않는 것과 같은 이유입니다.</p> +<h2 id="ord와-partialord-구현"><a class="header" href="#ord와-partialord-구현"><code>Ord</code>와 <code>PartialOrd</code> 구현</a></h2> +<p>타입에 <code>Ord</code>와 <code>PartialOrd</code>를 모두 파생할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `Eq`와 `PartialEq`도 추가해야 합니다. +// `Ord`가 필요로 하기 때문입니다. +#[derive(Eq, PartialEq, Ord, PartialOrd)] +struct TicketId(u64); +<span class="boring">}</span></code></pre></pre> +<p>수동으로 구현하기로 선택하거나 필요한 경우 다음 사항에 주의하세요:</p> +<ul> +<li><code>Ord</code>와 <code>PartialOrd</code>는 <code>Eq</code>와 <code>PartialEq</code>와 일관되어야 합니다.</li> +<li><code>Ord</code>와 <code>PartialOrd</code>는 서로 일관되어야 합니다.</li> +</ul> +<h2 id="예제-73"><a class="header" href="#예제-73">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/06_ticket_management/16_btreemap"><code>06_ticket_management/16_btreemap</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="소개-1"><a class="header" href="#소개-1">소개</a></h1> +<p>Rust의 가장 큰 약속 중 하나는 _두려움 없는 동시성_입니다. 즉, 안전한 동시성 프로그램 작성을 더 쉽게 만드는 것입니다. 우리는 아직 그런 것을 많이 보지 못했습니다. 지금까지 우리가 수행한 모든 작업은 단일 스레드였습니다. 이제 바뀔 시간입니다!</p> +<p>이번 장에서는 티켓 스토어를 멀티스레드로 만들겠습니다.<br /> +우리는 다음을 포함해 Rust의 핵심 동시성 기능 대부분을 다룰 기회를 갖게 될 것입니다:</p> +<ul> +<li>스레드, <code>std::thread</code> 모듈를 사용</li> +<li>메시지 전달, 채널 사용</li> +<li>공유 상태, <code>Arc</code>, <code>Mutex</code>그리고 <code>RwLock</code>을 사용</li> +<li><code>Send</code>와 <code>Sync</code>, Rust의 동시성을 보장하는 트레잇</li> +</ul> +<p>또한 멀티 스레드 시스템의 다양한 디자인 패턴과 그 장단점에 대해서도 논의할 것입니다.</p> +<h2 id="예제-74"><a class="header" href="#예제-74">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/00_intro"><code>07_threads/00_intro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="스레드"><a class="header" href="#스레드">스레드</a></h1> +<p>멀티스레드 코드 작성을 시작하기 전에 한발 물러서서 스레드가 무엇인지, 왜 스레드를 사용하려는지에 대해 이야기해 보겠습니다.</p> +<h2 id="스레드란-무엇일까요"><a class="header" href="#스레드란-무엇일까요">스레드란 무엇일까요?</a></h2> +<p><strong>스레드</strong>는 기본 운영 체제에서 관리하는 실행 컨텍스트입니다.<br /> +각 스레드에는 자체 스택, 명령 포인터 및 프로그램 카운터가 있습니다.</p> +<p>단일 <strong>프로세스</strong>는 여러 스레드를 관리할 수 있습니다. 이러한 스레드는 동일한 메모리 공간을 공유하므로 동일한 데이터에 액세스할 수 있습니다.</p> +<p>스레드는 <strong>논리적</strong> 구조입니다. 결국 CPU 코어, 즉 <strong>물리적</strong> 실행 단위에서는 한 번에 하나의 명령어 세트만 실행할 수 있습니다.<br /> +CPU 코어보다 더 많은 스레드가 있을 수 있으므로 운영 체제의 <strong>스케줄러</strong>는 주어진 시간에 실행할 스레드를 결정하고 처리량과 응답성을 최대화하기 위해 스레드 간에 CPU 시간을 분할하는 일을 담당합니다.</p> +<h2 id="main"><a class="header" href="#main"><code>main</code></a></h2> +<p>Rust 프로그램이 시작되면 단일 스레드인 <strong>메인 스레드</strong>에서 실행됩니다.<br /> +이 스레드는 운영 체제에 의해 생성되며 <code>main</code> 함수 실행을 담당합니다.</p> +<pre><pre class="playground"><code class="language-rust">use std::thread; +use std::time::Duration; + +fn main() { + loop { + thread::sleep(Duration::from_secs(2)); + println!("Hello from the main thread!"); + } +}</code></pre></pre> +<h2 id="stdthread"><a class="header" href="#stdthread"><code>std::thread</code></a></h2> +<p>Rust의 표준 라이브러리는 스레드를 생성하고 관리할 수 있는 <code>std::thread</code> 모듈을 제공합니다.</p> +<h3 id="spawn"><a class="header" href="#spawn"><code>spawn</code></a></h3> +<p><code>std::thread::spawn</code>을 사용하여 새 스레드를 생성하고 해당 스레드에서 코드를 실행할 수 있습니다.</p> +<p>예시:</p> +<pre><pre class="playground"><code class="language-rust">use std::thread; +use std::time::Duration; + +fn main() { + let handle = thread::spawn(|| { + loop { + thread::sleep(Duration::from_secs(1)); + println!("Hello from a thread!"); + } + }); + + loop { + thread::sleep(Duration::from_secs(2)); + println!("Hello from the main thread!"); + } +}</code></pre></pre> +<p><a href="https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=afedf7062298ca8f5a248bc551062eaa">Rust playground</a>에서 이 프로그램을 실행하면 메인 스레드와 생성된 스레드가 동시에 실행되는 것을 볼 수 있습니다.<br /> +각 스레드는 서로 독립적으로 진행됩니다.</p> +<h3 id="프로세스-종료"><a class="header" href="#프로세스-종료">프로세스 종료</a></h3> +<p>메인 스레드가 완료되면 전체 프로세스가 종료됩니다.<br /> +생성된 스레드는 완료되거나 메인 스레드가 종료될 때까지 계속 실행됩니다.</p> +<pre><pre class="playground"><code class="language-rust">use std::thread; +use std::time::Duration; + +fn main() { + let handle = thread::spawn(|| { + loop { + thread::sleep(Duration::from_secs(1)); + println!("Hello from a thread!"); + } + }); + + thread::sleep(Duration::from_secs(5)); +}</code></pre></pre> +<p>위의 예에서는 "Hello from a thread!"라는 메시지가 표시될 것으로 예상할 수 있습니다. 대략 5번 정도 프린트되었습니다.<br /> +그런 다음 메인 스레드가 종료되고(<code>sleep</code> 호출이 반환될 때) 전체 프로세스가 종료되므로 생성된 스레드가 종료됩니다.</p> +<h3 id="join"><a class="header" href="#join"><code>join</code></a></h3> +<p>또한 <code>spawn</code>이 반환하는 <code>JoinHandle</code>에서 <code>join</code> 메서드를 호출하여 생성된 스레드가 완료될 때까지 기다릴 수도 있습니다.</p> +<pre><pre class="playground"><code class="language-rust">use std::thread; +fn main() { + let handle = thread::spawn(|| { + println!("Hello from a thread!"); + }); + + handle.join().unwrap(); +}</code></pre></pre> +<p>이 예에서 기본 스레드는 종료되기 전에 생성된 스레드가 완료될 때까지 기다립니다.<br /> +이렇게 하면 두 스레드 간에 일종의 <strong>동기화</strong>가 도입됩니다. 즉, "Hello from a thread!"라는 메시지가 표시됩니다. 생성된 스레드가 완료될 때까지 메인 스레드가 종료되지 않기 때문에 프로그램이 종료되기 전에 프린트됩니다.</p> +<h2 id="예제-75"><a class="header" href="#예제-75">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/01_threads"><code>07_threads/01_threads</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="static"><a class="header" href="#static"><code>'static</code></a></h1> +<p>이전 연습에서 벡터의 슬라이스를 차용하려고 시도했다면 아마도 다음과 같은 컴파일러 오류가 발생했을 것입니다:</p> +<pre><code class="language-text">error[E0597]: `v` does not live long enough + | +11 | pub fn sum(v: Vec<i32>) -> i32 { + | - binding `v` declared here +... +15 | let right = &v[split_point..]; + | ^ borrowed value does not live long enough +16 | let left_handle = thread::spawn(move || left.iter().sum::<i32>()); + | ------------------------------------------------ + argument requires that `v` is borrowed for `'static` +19 | } + | - `v` dropped here while still borrowed +</code></pre> +<p><code>argument requires that v is borrowed for 'static</code>. 이게 무슨 말일까요?</p> +<p><code>'static</code> 수명은 Rust에서 특별한 수명입니다.<br /> +이는 해당 값이 프로그램 전체 기간 동안 유효함을 의미합니다.</p> +<h2 id="분리된-스레드"><a class="header" href="#분리된-스레드">분리된 스레드</a></h2> +<p><code>thread::spawn</code>을 통해 시작된 스레드는 이를 생성한 스레드보다 <strong>오래 살아</strong>있을 수 있습니다.<br /> +예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::thread; + +fn f() { + thread::spawn(|| { + thread::spawn(|| { + loop { + thread::sleep(std::time::Duration::from_secs(1)); + println!("Hello from the detached thread!"); + } + }); + }); +} +<span class="boring">}</span></code></pre></pre> +<p>이 예시에서 첫 번째 생성된 스레드는 매초 메시지를 프린트하는 하위 스레드를 생성합니다.<br /> +그러면 첫 번째 스레드가 완료되고 종료됩니다. 그런 일이 발생하면 해당 하위 스레드는 전체 프로세스가 실행되는 동안 <strong>계속 실행</strong>됩니다.<br /> +Rust의 용어에서는 하위 스레드가 상위 스레드보다 **오래 살았다(outlived)**고 말합니다.</p> +<h2 id="static-수명"><a class="header" href="#static-수명"><code>'static</code> 수명</a></h2> +<p>생성된 스레드는 다음과 같은 것이 가능하기때문에:</p> +<ul> +<li>자신을 생성한 스레드(상위 스레드)보다 오래 살 수 있음</li> +<li>프로그램이 종료될 때까지 실행됨</li> +</ul> +<p>그 함수가 종료되기 전에 삭제될 수 있는 어떤 값도 차용할 수 없습니다. 이 제약을 위반하면 사용 후 메모리 해제 후에도 사용할 수 있는 버그가 발생할 수 있습니다. 그것이 <code>std::thread::spawn</code>의 시그니처가 전달된 클로저가 <code>'static</code> 수명을 가져야 한다고 요구하는 이유입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub fn spawn<F, T>(f: F) -> JoinHandle<T> +where + F: FnOnce() -> T + Send + 'static, + T: Send + 'static +{ + // [..] +} +<span class="boring">}</span></code></pre></pre> +<h2 id="static은-그냥-참조에-관한-것이-아닙니다"><a class="header" href="#static은-그냥-참조에-관한-것이-아닙니다">``static'은 (그냥) 참조에 관한 것이 아닙니다</a></h2> +<p>Rust의 모든 값에는 참조뿐만 아니라 수명이 있습니다.</p> +<p>특히, 데이터를 소유한 타입(예: <code>Vec</code> 또는 <code>String</code>)은 <code>'static</code> 제약 조건을 충족합니다. 이를 소유하고 있으면 원하는 만큼 계속 작업할 수 있습니다. 원래 생성한 함수가 반환되더라도 말입니다.</p> +<p>따라서 <code>'static</code>을 다음과 같이 해석할 수 있습니다:</p> +<ul> +<li>나에게 소유권이 있는 값을 주세요</li> +<li>프로그램 전체 기간 동안 유효한 참조를 제공해 주세요</li> +</ul> +<p>첫 번째 접근 방식은 이전 연습에서 문제를 해결한 방법입니다. 즉, 원래 벡터의 왼쪽과 오른쪽 부분을 유지하기 위해 새 벡터를 할당한 다음 생성된 스레드로 보내 준 것입니다.</p> +<h2 id="static-참조"><a class="header" href="#static-참조"><code>'static</code> 참조</a></h2> +<p>프로그램 전체 기간 동안 유효한 참조인 두 번째 케이스에 대해 이야기해 보겠습니다.</p> +<h3 id="정적-데이터"><a class="header" href="#정적-데이터">정적 데이터</a></h3> +<p>가장 일반적인 경우는 문자열 리터럴과 같은 <strong>정적 데이터</strong>에 대한 참조입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let s: &'static str = "Hello world!"; +<span class="boring">}</span></code></pre></pre> +<p>문자열 리터럴은 컴파일 시점에서 알려져 있기 때문에, Rust는 이들을 실행파일 <em>내부의</em> <strong>읽기 전용 데이터 세그먼트</strong>에 저장합니다. 따라서 그 영역을 가리키는 모든 참조는 프로그램이 실행되는 동안 유효할 것입니다. 이는 <code>'static</code> 조건을 만족시킵니다.</p> +<h2 id="읽을거리-11"><a class="header" href="#읽을거리-11">읽을거리</a></h2> +<ul> +<li><a href="https://en.wikipedia.org/wiki/Data_segment">The data segment</a></li> +</ul> +<h2 id="예제-76"><a class="header" href="#예제-76">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/02_static"><code>07_threads/02_static</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="데이터-유출"><a class="header" href="#데이터-유출">데이터 유출</a></h1> +<p>생성된 스레드에 대한 참조 전달과 관련된 주요 관심사는 use-after-free 버그입니다. 즉, 이미 해제/할당 해제된 메모리 영역에 대한 포인터를 사용하여 데이터에 액세스하는 것입니다.<br /> +힙 할당 데이터로 작업하는 경우 Rust에 해당 메모리를 절대 회수하지 않을 것이라고 알려줌으로써 문제를 피할 수 있습니다. 의도적으로 <strong>메모리 누수</strong>를 발생시키는겁니다.</p> +<p>예를 들어 Rust의 표준 라이브러리에 있는 <code>Box::leak</code> 메서드를 사용하면 이 작업을 수행할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// `u32`를 `Box`로 감싸서 힙에 할당합니다. +let x = Box::new(41u32); +// `Box::leak`을 사용하여 해당 힙 할당을 해제하지 않을 것이라고 +// Rust에 알립니다. 따라서 'static 참조를 얻을 수 있습니다. +let static_ref: &'static mut u32 = Box::leak(x); +<span class="boring">}</span></code></pre></pre> +<h2 id="데이터-유출은-프로세스-스코프에-속합니다"><a class="header" href="#데이터-유출은-프로세스-스코프에-속합니다">데이터 유출은 프로세스 스코프에 속합니다</a></h2> +<p>데이터 누출은 위험합니다. 메모리 누출이 계속되면 결국 메모리 부족 오류로 인해 메모리가 부족해지고 크래시가 발생하게됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 한동안 실행 상태로 놔두면 +// 결국 사용 가능한 메모리를 모두 사용하게 됩니다. +fn oom_trigger() { + loop { + let v: Vec<usize> = Vec::with_capacity(1024); + Box::leak(v); + } +} +<span class="boring">}</span></code></pre></pre> +<p>동시에 <code>Box::leak</code>을 통해 유출된 메모리는 완전히 잊혀지지 않습니다.<br /> +운영 체제는 각 메모리 영역을 해당 영역을 담당하는 프로세스에 매핑할 수 있습니다. 프로세스가 종료되면 운영 체제는 해당 메모리를 회수합니다.</p> +<p>이 점을 염두에 두고 다음과 같은 경우 메모리 누수가 허용될 수 있습니다:</p> +<ul> +<li>누수해야 하는 메모리 양이 유한하거나/양을 알고있을 때, 혹은</li> +<li>프로세스의 수명이 짧고 종료되기 전에 사용 가능한 메모리가 모두 소진되지 않을 것이라고 확신할 때</li> +</ul> +<p>"OS가 처리하게 하라"는 사용 사례가 허용하는 경우 완벽하게 유효한 메모리 관리 전략입니다.</p> +<h2 id="예제-77"><a class="header" href="#예제-77">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/03_leak"><code>07_threads/03_leak</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="범위-스레드"><a class="header" href="#범위-스레드">범위 스레드</a></h1> +<p>지금까지 논의한 모든 수명 문제에는 공통된 원인이 있습니다. 즉, 생성된 스레드가 상위 스레드보다 오래 지속될 수 있다는 것입니다.<br /> +<strong>범위 스레드</strong>를 사용하면 이 문제를 피할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![1, 2, 3]; +let midpoint = v.len() / 2; + +std::thread::scope(|scope| { + scope.spawn(|| { + let first = &v[..midpoint]; + println!("Here's the first half of v: {first:?}"); + }); + scope.spawn(|| { + let second = &v[midpoint..]; + println!("Here's the second half of v: {second:?}"); + }); +}); + +println!("Here's v: {v:?}"); +<span class="boring">}</span></code></pre></pre> +<p>무슨 일이 일어나고 있는지 파헤쳐봅시다.</p> +<h2 id="scope"><a class="header" href="#scope"><code>scope</code></a></h2> +<p><code>std::thread::scope</code> 함수는 새로운 <strong>스코프</strong>를 생성합니다.<br /> +<code>std::thread::scope</code>는 단일 인수인 <code>Scope</code> 인스턴스와 함께 클로저를 인풋으로 사용합니다.</p> +<h2 id="scoped-spawns"><a class="header" href="#scoped-spawns">Scoped spawns</a></h2> +<p><code>Scope</code>는 <code>spawn</code> 메서드를 제공합니다.<br /> +<code>std::thread::spawn</code>과 달리 <code>Scope</code>를 사용하여 생성된 모든 스레드는 범위가 끝나면 <strong>자동으로 조인</strong>됩니다.</p> +<p>이전 예제를 <code>std::thread::spawn</code>으로 "번역"한다면 다음과 같을 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>let v = vec![1, 2, 3]; +let midpoint = v.len() / 2; + +let handle1 = std::thread::spawn(|| { + let first = &v[..midpoint]; + println!("Here's the first half of v: {first:?}"); +}); +let handle2 = std::thread::spawn(|| { + let second = &v[midpoint..]; + println!("Here's the second half of v: {second:?}"); +}); + +handle1.join().unwrap(); +handle2.join().unwrap(); + +println!("Here's v: {v:?}"); +<span class="boring">}</span></code></pre></pre> +<h2 id="환경에서-차용하기"><a class="header" href="#환경에서-차용하기">환경에서 차용하기</a></h2> +<p>하지만 번역된 예제는 컴파일되지 않습니다. 컴파일러는 수명이 <code>'static</code>이 아니기 때문에 생성된 스레드에서 <code>&v</code>를 사용할 수 없다고 불평합니다.</p> +<p>이는 <code>std::thread::scope</code>에서는 문제가 되지 않습니다. <strong>환경에서 안전하게 빌릴 수 있습니다</strong>.</p> +<p>이 예에서는 <code>v</code>가 생성 지점 앞에 생성됩니다. <code>scope</code>가 반환된 _이후_에만 삭제됩니다. 동시에 <code>scope</code> 내부에 생성된 모든 스레드는 <code>scope</code>가 반환되기 <em>전에</em> 완료가 보장되므로 댕글링 포인터가 생길 위험이 없습니다.</p> +<p>컴파일러는 불평하지 않을 것입니다!</p> +<h2 id="예제-78"><a class="header" href="#예제-78">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/04_scoped_threads"><code>07_threads/04_scoped_threads</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="채널"><a class="header" href="#채널">채널</a></h1> +<p>우리가 생성한 모든 스레드는 지금까지 상당히 수명이 짧았습니다.<br /> +입력을 받고, 계산을 실행하고, 결과를 반환하고, 종료합니다.</p> +<p>티켓 관리 시스템의 경우 클라이언트-서버 아키텍처라는 다른 작업을 수행하려고 합니다.</p> +<p>우리는 상태, 저장된 티켓 관리를 담당하는 <strong>하나의 장기 실행 서버 스레드</strong>를 갖게 됩니다.</p> +<p>그러면 <strong>여러 클라이언트 스레드</strong>가 생성됩니다.<br /> +각 클라이언트는 상태를 변경(예: 새 티켓 추가)하거나 정보를 검색(예: 티켓 상태 가져오기)하기 위해 상태 저장 스레드에 <strong>명령</strong> 및 <strong>쿼리</strong>를 보낼 수 있습니다.<br /> +클라이언트 스레드들은 동시에 실행될겁니다.</p> +<h2 id="커뮤니케이션"><a class="header" href="#커뮤니케이션">커뮤니케이션</a></h2> +<p>지금까지 우리는 부모-자식 커뮤니케이션이 매우 제한적이었습니다:</p> +<ul> +<li>생성된 스레드는 상위 컨텍스트에서 데이터를 차용/소비했습니다</li> +<li>생성된 스레드는 조인 시 상위 스레드에 데이터를 반환했습니다</li> +</ul> +<p>클라이언트-서버 설계에는 이것만으로는 충분하지 않습니다.<br /> +클라이언트는 서버 스레드가 시작된 <em>후</em> 서버 스레드에 데이터를 보내고 받을 수 있어야 합니다.</p> +<p><strong>채널</strong>을 사용하여 문제를 해결할 수 있습니다.</p> +<h2 id="채널-1"><a class="header" href="#채널-1">채널</a></h2> +<p>Rust의 표준 라이브러리는 <code>std::sync::mpsc</code> 모듈에서 <strong>다중 생산자, 단일 소비자</strong>(mpsc) 채널을 제공합니다.<br /> +채널에는 제한된 채널과 무제한 채널의 두 가지 타입이 있습니다. 지금은 무제한 버전을 고수하겠지만 장단점에 대해서는 나중에 논의하겠습니다.</p> +<p>채널 생성은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::mpsc::channel; + +let (sender, receiver) = channel(); +<span class="boring">}</span></code></pre></pre> +<p>발신자와 수신자를 얻습니다.<br /> +데이터를 채널에 푸시하려면 발신자에서 <code>send</code>를 호출합니다.<br /> +채널에서 데이터를 가져오려면 수신기에서 <code>recv</code>를 호출합니다.</p> +<h3 id="여러-발신자"><a class="header" href="#여러-발신자">여러 발신자</a></h3> +<p><code>Sender</code>는 복제 가능합니다. 여러 개의 발신자를 생성할 수 있으며(예: 각 클라이언트 스레드에 대해 하나씩) 모두 동일한 채널에 데이터를 푸시합니다.</p> +<p>대신 <code>수신기</code>는 복제할 수 없습니다. 특정 채널에 대해 단일 수신기만 있을 수 있습니다.</p> +<p>이것이 <strong>mpsc</strong>(다중 생산자 단일 소비자)가 의미하는 것입니다!</p> +<h3 id="메시지-타입"><a class="header" href="#메시지-타입">메시지 타입</a></h3> +<p><code>Sender</code>와 <code>Receiver</code>는 모두 타입 매개변수 <code>T</code>로 일반화됩니다.<br /> +이것이 바로 우리 채널을 통해 전달될 수 있는 <em>메시지</em> 타입입니다.</p> +<p><code>u64</code>, 구조체, 열거형 등이 될 수 있습니다.</p> +<h3 id="에러"><a class="header" href="#에러">에러</a></h3> +<p><code>send</code>와 <code>recv</code> 모두 실패할 수 있습니다.<br /> +<code>send</code>는 수신자가 삭제된 경우 오류를 반환합니다.<br /> +모든 발신자가 삭제되고 채널이 비어 있으면 <code>recv</code>는 오류를 반환합니다.</p> +<p>즉, 사실상 채널이 닫힐 때 <code>send</code>와 <code>recv</code>는 오류를 발생시킵니다.</p> +<h2 id="예제-79"><a class="header" href="#예제-79">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/05_channels"><code>07_threads/05_channels</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="내부-가변성interior-mutability"><a class="header" href="#내부-가변성interior-mutability">내부 가변성(Interior mutability)</a></h1> +<p><code>Sender</code>의 <code>send</code> 시그니처에 대해 잠시 생각해 봅시다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl<T> Sender<T> { + pub fn send(&self, t: T) -> Result<(), SendError<T>> { + // [...] + } +} +<span class="boring">}</span></code></pre></pre> +<p><code>send</code>는 <code>&self</code>를 인수로 사용합니다.<br /> +그러나 이는 분명히 변형을 일으키고 있습니다. 즉, 채널에 새 메시지를 추가하는 것입니다. 더욱 흥미로운 점은 <code>Sender</code>가 복제 가능하다는 것입니다. 서로 다른 스레드에서 <strong>동시에</strong> 채널 상태를 수정하려고 시도하는 <code>Sender</code>의 여러 인스턴스가 있을 수 있습니다.</p> +<p>이것이 바로 우리가 클라이언트-서버 아키텍처를 구축하는 데 사용하는 핵심 속성입니다. 그런데 왜 이게 가능할까요? 차용에 관한 Rust의 규칙을 위반하지 않나요? <em>불변</em> 참조를 통해 변형을 일으킬 수 있을까요?</p> +<h2 id="불변-참조가-아닌-공유-참조"><a class="header" href="#불변-참조가-아닌-공유-참조">불변 참조가 아닌 공유 참조</a></h2> +<p>차용 검사기를 도입했을 때 우리는 Rust에서 가질 수 있는 참조 타입을 두 가지로 명명했습니다:</p> +<ul> +<li>불변 참조 (<code>&T</code>)</li> +<li>변경 가능한 참조 (<code>&mut T</code>)</li> +</ul> +<p>이런 이름을 지어주는 것이 더 정확할겁니다:</p> +<ul> +<li>공유 참조 (<code>&T</code>)</li> +<li>독점 참조 (<code>&mut T</code>)</li> +</ul> +<p>불변/변경 가능은 대부분의 경우에 작동하는 정신 모델이며 Rust를 시작하기에 좋은 모델입니다. 하지만 방금 본 것처럼 이것이 전부는 아닙니다. <code>&T</code>는 실제로 가리키는 데이터가 불변임을 보장하지 않습니다.<br /> +하지만 걱정하지 마십시오. Rust는 여전히 약속을 지키고 있습니다. 단지 용어가 처음에 보이는 것보다 조금 더 미묘하다는 것뿐입니다.</p> +<h2 id="unsafecell"><a class="header" href="#unsafecell"><code>UnsafeCell</code></a></h2> +<p>타입이 공유 참조를 통해 데이터를 변경할 수 있도록 허용할 때마다 <strong>내부 변경 가능성</strong>을 다루고 있는 것입니다.</p> +<p>기본적으로 Rust 컴파일러는 공유 참조가 불변이라고 가정합니다. 해당 가정을 기반으로 <strong>코드를 최적화</strong>합니다.<br /> +컴파일러는 작업 순서를 변경하고 값을 캐시하며 모든 종류의 마법을 수행하여 코드를 더 빠르게 만들 수 있습니다.</p> +<p>데이터를 <code>UnsafeCell</code>로 래핑하여 "아니요, 이 공유 참조는 실제로 변경 가능합니다"라고 컴파일러에 알릴 수 있습니다.<br /> +내부 가변성을 허용하는 유형을 볼 때마다 <code>UnsafeCell</code>이 직접적으로든 간접적으로든 관련되어 있음을 확신할 수 있습니다.<br /> +<code>UnsafeCell</code>, 원시 포인터 및 <code>unsafe</code> 코드를 사용하면 공유 참조를 통해 데이터를 변경할 수 있습니다.</p> +<p>하지만 분명히 해두자면 <code>UnsafeCell</code>은 차용 검사기를 무시할 수 있게 해주는 마술 지팡이가 아닙니다!<br /> +<code>unsafe</code> 코드에는 여전히 차용 및 별칭에 대한 Rust의 규칙이 적용됩니다. 이는 Rust의 타입 시스템에서 안전성을 직접 표현할 수 없는 <strong>안전한 추상화</strong>를 구축하는 데 활용할 수 있는 (고급) 도구입니다. <code>unsafe</code> 키워드를 사용할 때마다 컴파일러에게 다음과 같이 말하는 것입니다. "나는 내가 무엇을 하는지 알고 있습니다. 나는 당신의 불변성을 위반하지 않을 것입니다. 나를 믿으십시오."</p> +<p><code>unsafe</code> 함수를 호출할 때마다 <strong>안전 전제 조건</strong>을 설명하는 문서가 있을겁니다. 어떤 상황에서 <code>unsafe</code> 블록을 실행하는 것이 안전한지 설명합니다. <a href="https://doc.rust-lang.org/std/cell/struct.UnsafeCell.html"><code>std</code> 문서에서</a> <code>UnsafeCell</code>에 대한 내용을 찾을 수 있습니다.</p> +<p>이 과정에서는 <code>UnsafeCell</code>을 직접 사용하지 않을 것이며 <code>unsafe</code> 코드를 작성하지도 않을 것입니다. 하지만 그것이 존재하는지, 그것이 왜 존재하는지, 그리고 그것이 Rust에서 매일 사용하는 타입과 어떻게 관련되는지를 아는 것이 중요합니다.</p> +<h2 id="주요-사례"><a class="header" href="#주요-사례">주요 사례</a></h2> +<p>내부 가변성을 활용하는 몇 가지 중요한 <code>std</code> 타입을 살펴보겠습니다.<br /> +이는 Rust 코드에서 다소 자주 접하게 될 유형입니다. 특히 사용하는 일부 라이브러리의 내부를 들여다보면 더욱 그렇습니다.</p> +<h3 id="참조-카운팅"><a class="header" href="#참조-카운팅">참조 카운팅</a></h3> +<p><code>Rc</code>는 참조 카운트 포인터입니다.<br /> +이는 값을 둘러싸며 해당 값에 대한 참조 수를 추적합니다. 마지막 참조가 삭제되면 값의 할당이 취소됩니다.<br /> +<code>Rc</code>에 포함된 값은 변경할 수 없습니다: 값에 대한 공유 참조만 얻을 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::rc::Rc; + +let a: Rc<String> = Rc::new("My string".to_string()); +// 문자열 데이터에 대한 참조는 하나만 존재합니다. +assert_eq!(Rc::strong_count(&a), 1); + +// `clone`을 호출하면 문자열 데이터가 복사되지 않습니다! +// 대신 `Rc`에 대한 참조 횟수가 증가합니다. +let b = Rc::clone(&a); +assert_eq!(Rc::strong_count(&a), 2); +assert_eq!(Rc::strong_count(&b), 2); +// ^ `a`와 `b`는 모두 동일한 문자열 데이터를 가리키며 +// 동일한 참조 카운터를 공유합니다. +<span class="boring">}</span></code></pre></pre> +<p><code>Rc</code>는 내부적으로 <code>UnsafeCell</code>을 사용하여 공유 참조가 참조 카운트를 늘리거나 줄일 수 있도록 합니다.</p> +<h3 id="refcell"><a class="header" href="#refcell"><code>RefCell</code></a></h3> +<p>RefCell은 Rust의 내부 가변성의 가장 일반적인 예 중 하나입니다. <code>RefCell</code> 자체에 대한 불변 참조만 있는 경우에도 <code>RefCell</code>에 래핑된 값을 변경할 수 있습니다.</p> +<p>이는 <strong>런타임 차용 검사</strong>를 통해 수행됩니다. <code>RefCell</code>은 런타임에 포함된 값에 대한 참조 수(및 타입)를 추적합니다. 이미 불변적으로 빌린 값을 변경 가능하게 빌리려고 하면 프로그램은 패닉 상태가 되어 Rust의 차용 규칙이 항상 시행되도록 합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::cell::RefCell; + +let x = RefCell::new(42); + +let y = x.borrow(); // 불변 차용 +let z = x.borrow_mut(); // 패닉! 이미 불변 차용이 존재합니다. +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-80"><a class="header" href="#예제-80">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/06_interior_mutability"><code>07_threads/06_interior_mutability</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="양방향-통신"><a class="header" href="#양방향-통신">양방향 통신</a></h1> +<p>현재 클라이언트-서버 구현에서 통신은 클라이언트에서 서버로 한 방향으로 흐릅니다.<br /> +클라이언트는 서버가 메시지를 받았는지, 성공적으로 실행했는지, 실패했는지 알 수 없습니다. 그것은 이상적이지 않습니다.</p> +<p>이 문제를 해결하기 위해 양방향 통신 시스템을 도입할 수 있습니다.</p> +<h2 id="응답-채널"><a class="header" href="#응답-채널">응답 채널</a></h2> +<p>서버가 클라이언트에 응답을 다시 보낼 수 있는 방법이 필요합니다.<br /> +이를 수행하는 방법은 다양하지만 가장 간단한 옵션은 클라이언트가 서버에 보내는 메시지에 <code>Sender</code> 채널을 포함시키는 것입니다. 메시지를 처리한 후 서버는 이 채널을 사용하여 클라이언트에 응답을 다시 보낼 수 있습니다.</p> +<p>이는 메시지 전달 기본 요소를 기반으로 구축된 Rust 애플리케이션에서 상당히 일반적인 패턴입니다.</p> +<h2 id="예제-81"><a class="header" href="#예제-81">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/07_ack"><code>07_threads/07_ack</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="전용-클라이언트-타입"><a class="header" href="#전용-클라이언트-타입">전용 <code>클라이언트</code> 타입</a></h1> +<p>클라이언트 측의 모든 상호 작용은 상당히 낮은 수준이었습니다. 수동으로 응답 채널을 만들고, 명령을 빌드하고, 이를 서버로 보낸 다음 응답 채널에서 <code>recv</code>를 호출하여 응답을 받아야 합니다.</p> +<p>이것은 추상화할 수 있는 많은 상용구 코드이며 이것이 바로 우리가 이 예제에서 수행할 작업입니다.</p> +<h2 id="예제-82"><a class="header" href="#예제-82">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/08_client"><code>07_threads/08_client</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="제한된-채널과-무제한-채널"><a class="header" href="#제한된-채널과-무제한-채널">제한된 채널과 무제한 채널</a></h1> +<p>지금까지 우리는 무제한 채널을 사용해 왔습니다.<br /> +원하는 만큼 많은 메시지를 보낼 수 있으며 채널은 메시지를 수용할 수 있도록 커집니다.<br /> +다중 생산자 단일 소비자 시나리오에서 이는 문제가 될 수 있습니다. 생산자가 소비자가 처리할 수 있는 것보다 더 빠른 속도로 메시지를 대기열에 넣으면 채널이 계속 성장하여 잠재적으로 사용 가능한 모든 메모리를 소비하게 됩니다.</p> +<p>우리의 권장 사항은 프로덕션 시스템에서 무제한 채널을 <strong>절대로</strong> 사용하지 않는 것입니다.<br /> +<strong>바운드 채널</strong>을 사용하여 대기열에 추가할 수 있는 메시지 수에 대한 상한을 항상 적용해야 합니다.</p> +<h2 id="제한-채널bounded-channels"><a class="header" href="#제한-채널bounded-channels">제한 채널(Bounded channels)</a></h2> +<p>제한된 채널에는 고정된 용량이 있습니다.<br /> +0보다 큰 용량으로 <code>sync_channel</code>을 호출하여 채널을 생성할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::mpsc::sync_channel; + +let (sender, receiver) = sync_channel(10); +<span class="boring">}</span></code></pre></pre> +<p><code>receiver</code>는 이전과 동일한 타입인 <code>Receiver<T></code>를 갖습니다.<br /> +대신 <code>sender</code>는 <code>SyncSender<T></code>의 인스턴스입니다.</p> +<h3 id="메시지-보내기"><a class="header" href="#메시지-보내기">메시지 보내기</a></h3> +<p><code>SyncSender</code>를 통해 메시지를 보내는 방법에는 두 가지가 있습니다:</p> +<ul> +<li><code>send</code>: 채널에 공간이 있으면 메시지를 대기열에 추가하고 <code>Ok(())</code>를 반환합니다.<br /> +채널이 가득 차면 사용 가능한 공간이 생길 때까지 차단하고 기다립니다.</li> +<li><code>try_send</code>: 채널에 공간이 있으면 메시지를 대기열에 추가하고 <code>Ok(())</code>를 반환합니다.<br /> +채널이 꽉 차면 <code>Err(TrySendError::Full(value))</code>를 반환합니다. 여기서 <code>value</code>는 전송할 수 없는 메시지입니다.</li> +</ul> +<p>케이스에 따라 둘 중 하나를 골라 사용하면 됩니다.</p> +<h3 id="배압"><a class="header" href="#배압">배압</a></h3> +<p>제한된 채널을 사용하는 주요 이점은 <strong>배압</strong> 형태를 제공한다는 것입니다.<br /> +소비자가 따라잡을 수 없으면 생산자가 속도를 늦추도록 강요합니다. 그런 다음 배압이 시스템을 통해 전파되어 잠재적으로 전체 아키텍처에 영향을 미치고 최종 사용자가 요청으로 시스템을 압박하는 것을 방지할 수 있습니다.</p> +<h2 id="예제-83"><a class="header" href="#예제-83">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/09_bounded"><code>07_threads/09_bounded</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="업데이트-작업"><a class="header" href="#업데이트-작업">업데이트 작업</a></h1> +<p>지금까지 우리는 삽입 및 검색 작업만 구현했습니다.<br /> +업데이트 작업을 제공하기 위해 시스템을 어떻게 확장할 수 있는지 살펴보겠습니다.</p> +<h2 id="레거시-업데이트"><a class="header" href="#레거시-업데이트">레거시 업데이트</a></h2> +<p>스레드되지 않은 시스템 버전에서는 업데이트가 매우 간단했습니다. <code>TicketStore</code>는 호출자가 티켓에 대한 변경 가능한 참조를 얻은 다음 이를 수정할 수 있도록 하는 <code>get_mut</code> 메서드를 제공했습니다.</p> +<h2 id="멀티스레드-업데이트"><a class="header" href="#멀티스레드-업데이트">멀티스레드 업데이트</a></h2> +<p>변경 가능한 참조를 채널을 통해 전송해야 하기 때문에 현재 멀티 스레드 버전에서는 동일한 전략이 작동하지 않습니다. 차용 검사기는 <code>&mut Ticket</code>이 <code>SyncSender::send</code>의 <code>'static</code> 수명 요구 사항을 충족하지 않기 때문에 우리를 막을 것입니다.</p> +<p>이 제한 사항을 해결하는 방법에는 몇 가지가 있습니다. 다음 연습에서는 그 중 몇 가지를 살펴보겠습니다.</p> +<h3 id="패치"><a class="header" href="#패치">패치</a></h3> +<p>채널을 통해 <code>&mut Ticket</code>을 보낼 수 없으므로 클라이언트 측에서 변경할 수 없습니다.<br /> +서버 측에서 변경할 순 없을까요?</p> +<p>변경해야 할 사항을 서버에 알리면 가능합니다. 즉, 서버에 <strong>패치</strong>를 보내는 경우:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>struct TicketPatch { + id: TicketId, + title: Option<TicketTitle>, + description: Option<TicketDescription>, + status: Option<TicketStatus>, +} +<span class="boring">}</span></code></pre></pre> +<p><code>id</code> 필드는 업데이트해야 하는 티켓을 식별하는 데 필요하므로 필수입니다.<br /> +다른 모든 필드는 선택사항입니다:</p> +<ul> +<li>필드가 <code>None</code>인 경우 해당 필드를 변경해서는 안 된다는 의미입니다.</li> +<li>필드가 <code>Some(value)</code>인 경우 해당 필드가 <code>value</code>로 변경되어야 함을 의미합니다.</li> +</ul> +<h2 id="예제-84"><a class="header" href="#예제-84">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/10_patch"><code>07_threads/10_patch</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="locks-send-그리고-arc"><a class="header" href="#locks-send-그리고-arc">Locks, <code>Send</code> 그리고 <code>Arc</code></a></h1> +<p>방금 구현한 패치 전략에는 큰 단점이 있습니다. 바로 경쟁 조건이 발생할 수 있다는 것입니다.<br /> +두 클라이언트가 거의 동시에 동일한 티켓에 대한 패치를 보내는 경우 서버는 이를 임의의 순서로 적용합니다. 패치를 마지막으로 대기열에 추가하는 사람은 다른 클라이언트의 변경 사항을 덮어쓰게 됩니다.</p> +<h2 id="버전-번호"><a class="header" href="#버전-번호">버전 번호</a></h2> +<p><strong>버전 번호</strong>를 사용하여 이 문제를 해결할 수 있습니다.<br /> +각 티켓에는 생성 시 <code>0</code>으로 설정된 버전 번호가 할당됩니다.<br /> +클라이언트가 패치를 보낼 때마다 원하는 변경 사항과 함께 티켓의 현재 버전 번호를 포함해야 합니다. 서버는 버전 번호가 저장된 버전 번호와 일치하는 경우에만 패치를 적용합니다.</p> +<p>위에 설명된 시나리오에서 서버는 두 번째 패치를 거부합니다. 버전 번호가 첫 번째 패치에 의해 증가되어 두 번째 클라이언트가 보낸 버전 번호와 일치하지 않기 때문입니다.</p> +<p>이 접근 방식은 분산 시스템(예: 클라이언트와 서버가 메모리를 공유하지 않는 경우)에서 매우 일반적이며 <strong>낙관적 동시성 제어</strong>라고 알려져 있습니다.<br /> +대부분의 경우 충돌이 발생하지 않으므로 일반적인 경우에 맞게 최적화할 수 있다는 아이디어입니다. 당신은 원한다면 보너스 연습으로 이 전략을 스스로 구현할 수 있을 만큼 Rust에 대해 충분히 알고 있습니다.</p> +<h2 id="잠금"><a class="header" href="#잠금">잠금</a></h2> +<p><strong>잠금</strong>을 도입하여 경쟁 조건을 수정할 수도 있습니다.<br /> +클라이언트가 티켓을 업데이트하려고 할 때마다 먼저 티켓에 대한 잠금을 획득해야 합니다. 잠금이 활성화되어 있는 동안에는 다른 클라이언트가 티켓을 수정할 수 없습니다.</p> +<p>Rust의 표준 라이브러리는 <code>Mutex<T></code>와 <code>RwLock<T></code>라는 두 가지 잠금 기본 요소를 제공합니다.<br /> +<code>Mutex<T></code>부터 시작해 보겠습니다. 이는 <strong>mut</strong>ual <strong>ex</strong>clusion(상호 배제)을 의미하며 가장 간단한 종류의 잠금입니다. 읽기용이든 쓰기용이든 관계없이 하나의 스레드만 데이터에 액세스할 수 있도록 허용합니다.</p> +<p><code>Mutex<T></code>는 보호하는 데이터를 래핑하므로 데이터 타입으로 일반화됩니다.<br /> +데이터에 직접 액세스할 수는 없습니다. 타입 시스템은 <code>Mutex::lock</code> 또는 <code>Mutex::try_lock</code>을 사용하여 먼저 잠금을 획득하도록 강제합니다. 전자는 잠금을 획득할 때까지 차단하고 후자는 잠금을 획득할 수 없는 경우 오류와 함께 즉시 반환합니다.<br /> +두 메서드 모두 데이터를 역참조하는 가드 개체를 반환하므로 데이터를 수정할 수 있습니다. 가드를 삭제하면 잠금이 해제됩니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::Mutex; + +// 뮤텍스 잠금으로 보호되는 정수 +let lock = Mutex::new(0); + +// 뮤텍스에 대한 잠금을 획득합니다 +let mut guard = lock.lock().unwrap(); + +// `Deref` 구현을 활용하여 가드를 +// 통해 데이터를 수정합니다 +*guard += 1; + +// `data`가 스코프를 벗어날 때 잠금이 해제됩니다 +// 이는 가드를 삭제하여 명시적으로 수행할 수도 있고 +// 가드가 스코프를 벗어날 때 암시적으로 발생할 수 있습니다 +drop(guard) +<span class="boring">}</span></code></pre></pre> +<h2 id="잠금-세분성"><a class="header" href="#잠금-세분성">잠금 세분성</a></h2> +<p><code>Mutex</code>는 무엇을 감싸야 할까요?<br /> +가장 간단한 옵션은 전체 <code>TicketStore</code>를 하나의 <code>Mutex</code>로 묶는 것입니다.<br /> +이는 작동하지만 시스템 성능을 심각하게 제한합니다. 모든 읽기는 잠금이 해제될 때까지 기다려야 하기 때문에 티켓을 병렬로 읽을 수 없습니다.<br /> +이를 <strong>대략적인 잠금</strong>이라고 합니다.</p> +<p>각 티켓이 자체 잠금으로 보호되는 <strong>세밀한 잠금</strong>을 사용하는 것이 더 좋습니다. 이렇게 하면 클라이언트는 동일한 티켓에 액세스하려고 시도하지 않는 한 티켓 작업을 계속해서 병렬로 수행할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>// 각 티켓에 대한 잠금 장치가 있는 새로운 구조 +struct TicketStore { + tickets: BTreeMap<TicketId, Mutex<Ticket>>, +} +<span class="boring">}</span></code></pre></pre> +<p>이 접근 방식은 더 효율적이지만 단점도 있습니다: <code>TicketStore</code>가 시스템의 멀티스레드 특성을 <strong>인지</strong>해야 합니다. 지금까지 <code>TicketStore</code>는 스레드의 존재를 신경 쓰지 않고 있었습니다. 일단 한번 해봅시다.</p> +<h2 id="누가-lock을-걸고있나요"><a class="header" href="#누가-lock을-걸고있나요">누가 lock을 걸고있나요?</a></h2> +<p>전체 체계가 작동하려면 티켓을 수정하려는 클라이언트에 잠금을 전달해야 합니다.<br /> +그런 다음 클라이언트는 티켓을 직접 수정하고(<code>&mut 티켓</code>이 있는 것처럼) 작업이 완료되면 잠금을 해제할 수 있습니다.</p> +<p>이것은 약간 까다롭습니다.<br /> +<code>Mutex</code>는 <code>Clone</code>이 아니고 <code>TicketStore</code> 밖으로 이동할 수 없기 때문에 채널을 통해 <code>Mutex<Ticket></code>을 보낼 수 없습니다. 대신 <code>MutexGuard</code>를 보낼 수 있나요?</p> +<p>작은 예를 통해 아이디어를 테스트해 보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust">use std::thread::spawn; +use std::sync::Mutex; +use std::sync::mpsc::sync_channel; + +fn main() { + let lock = Mutex::new(0); + let (sender, receiver) = sync_channel(1); + let guard = lock.lock().unwrap(); + + spawn(move || { + receiver.recv().unwrap();; + }); + + // 채널을 통해 가드를 + // 다른 스레드로 보내려고 합니다 + sender.send(guard); +}</code></pre></pre> +<p>컴파일러는 이 코드에 만족하지 않습니다:</p> +<pre><code class="language-text">error[E0277]: `MutexGuard<'_, i32>` cannot be sent between threads safely + --> src/main.rs:10:7 + | +10 | spawn(move || { + | _-----_^ + | | | + | | required by a bound introduced by this call +11 | | receiver.recv().unwrap();; +12 | | }); + | |_^ `MutexGuard<'_, i32>` cannot be sent between threads safely + | + = help: the trait `Send` is not implemented for `MutexGuard<'_, i32>`, which is required by `{closure@src/main.rs:10:7: 10:14}: Send` + = note: required for `std::sync::mpsc::Receiver<MutexGuard<'_, i32>>` to implement `Send` +note: required because it's used within this closure +</code></pre> +<p><code>MutexGuard<'_, i32></code>는 <code>Send</code>가 아니랍니다. 무슨 뜻일까요?</p> +<h2 id="send"><a class="header" href="#send"><code>Send</code></a></h2> +<p><code>Send</code>는 타입이 한 스레드에서 다른 스레드로 안전하게 전송될 수 있음을 나타내는 마커 트레잇입니다. <code>Send</code>는 <code>Sized</code>처럼 자동 트레잇이기도 합니다. 컴파일러가 타입의 정의를 기반으로 자동으로 구현하거나 구현하지 않기도 합니다. <code>Send</code>를 직접 구현할 수도 있지만, 이 경우 <code>unsafe</code>가 필요합니다. 이는 컴파일러가 자동으로 확인할 수 없는 이유로 타입이 스레드 간에 안전하게 전송될 수 있음을 보장해야 하기 때문입니다.</p> +<h3 id="채널-요구-사항"><a class="header" href="#채널-요구-사항">채널 요구 사항</a></h3> +<p><code>Sender<T></code>, <code>SyncSender<T></code> 및 <code>Receiver<T></code>는 <code>T</code>가 <code>Send</code>인 경우에만 <code>Send</code>입니다.<br /> +스레드 간에 값을 보내는 데 사용되며, 값 자체가 <code>Send</code>가 아닌 경우 스레드 간에 전송하는 것이 안전하지 않기 때문입니다.</p> +<h3 id="mutexguard"><a class="header" href="#mutexguard"><code>MutexGuard</code></a></h3> +<p><code>MutexGuard</code>는 <code>Mutex</code>가 잠금을 구현하는 데 사용하는 기본 운영 체제 프리미티브가 (일부 플랫폼에서) 잠금을 획득한 동일한 스레드에 의해 잠금을 해제해야 하기 때문에 <code>Send</code>가 아닙니다.<br /> +다른 스레드에 <code>MutexGuard</code>를 보내면 다른 스레드에 의해 잠금이 해제되어 정의되지 않은 동작이 발생하게 됩니다.</p> +<h2 id="도전과제"><a class="header" href="#도전과제">도전과제</a></h2> +<p>요약하면 다음과 같습니다:</p> +<ul> +<li>채널을 통해 <code>MutexGuard</code>를 보낼 수 없습니다. 따라서 서버 측을 잠근 다음 클라이언트 측에서 티켓을 수정할 수 없습니다.</li> +<li>보호하는 데이터가 <code>Send</code>인 한 <code>Send</code>이기 때문에 채널을 통해 <code>Mutex</code>를 보낼 수 있습니다. 이는 <code>Ticket</code>의 경우입니다. 동시에 <code>TicketStore</code>에서 <code>Mutex</code>를 이동하거나 복제할 수 없습니다.</li> +</ul> +<p>이 수수께끼를 어떻게 해결할 수 있을까요?<br /> +우리는 다른 각도에서 문제를 볼 필요가 있습니다. <code>Mutex</code>를 잠글 때 값을 소유 할 필요가 없습니다. <code>Mutex</code>는 내부 가변성을 사용하므로 공유 참조로 충분합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>impl<T> Mutex<T> { + // `self`가 아니라 `&self`! + pub fn lock(&self) -> LockResult<MutexGuard<'_, T>> { + // 세부 구현 + } +} +<span class="boring">}</span></code></pre></pre> +<p>따라서 클라이언트에 공유 참조를 보내는 것으로 충분합니다.<br /> +하지만 참조는 <code>'static</code>이어야 하는데 그렇지 않기 때문에 직접적으로 그렇게 할 수는 없습니다.<br /> +어떤 면에서는 "소유된 공유 참조"가 필요합니다. Rust에는 <code>Arc</code>라는 우리 목적에 맞는 타입이 있습니다.</p> +<h2 id="우리를-구원해줄-arc"><a class="header" href="#우리를-구원해줄-arc">우리를 구원해줄 <code>Arc</code></a></h2> +<p><code>Arc</code>는 <strong>원자 참조 카운팅</strong>을 의미합니다.<br /> +<code>Arc</code>는 값을 감싸고 해당 값에 대한 참조가 얼마나 많이 존재하는지 추적합니다. 마지막 참조가 삭제되면 값의 할당이 취소됩니다.<br /> +<code>Arc</code>에 포함된 값은 변경할 수 없습니다. 이에 대한 공유 참조만 얻을 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::Arc; + +let data: Arc<u32> = Arc::new(0); +let data_clone = Arc::clone(&data); + +// `Arc<T>`는 `Deref<T>`를 구현하므로 +// deref coercion을 사용하여 `&Arc<T>`를 `&T`로 변환할 수 있습니다 +let data_ref: &u32 = &data; +<span class="boring">}</span></code></pre></pre> +<p>데자뷰를 겪고 계시다면 맞습니다. <code>Arc</code>는 내부 가변성에 대해 이야기할 때 소개한 참조 카운트 포인터인 <code>Rc</code>와 매우 유사해 보입니다. 차이점은 스레드 안전성입니다. <code>Rc</code>는 <code>Send</code>가 아니지만 <code>Arc</code>는 그렇습니다. 이는 참조 카운트가 구현되는 방식으로 요약됩니다. <code>Rc</code>는 "일반" 정수를 사용하는 반면, <code>Arc</code>는 스레드 간에 안전하게 공유되고 수정될 수 있는 <strong>원자</strong> 정수를 사용합니다.</p> +<h2 id="arcmutext"><a class="header" href="#arcmutext"><code>Arc<Mutex<T>></code></a></h2> +<p><code>Arc</code>와 <code>Mutex</code>를 쌍으로 사용하면 마침내 다음과 같은 타입을 얻게 됩니다:</p> +<ul> +<li>다음과 같은 이유로 스레드 간에 전송될 수 있습니다: +<ul> +<li><code>T</code>가 <code>Send</code>이면 <code>Arc</code>는 <code>Send</code>이고</li> +<li><code>T</code>가 <code>Send</code>이면 <code>Mutex</code>는 <code>Send</code>입니다.</li> +<li><code>T</code>는 <code>Ticket</code>, 즉 <code>Send</code>입니다.</li> +</ul> +</li> +<li><code>T</code>가 무엇이든 <code>Arc</code>는 <code>Clone</code>이기 때문에 복제될 수 있습니다. <code>Arc</code>를 복제하면 참조 카운트가 증가하지만 데이터는 복사되지 않습니다.</li> +<li><code>Arc</code>를 사용하면 잠금을 획득하는 데 사용할 수 있는 <code>Mutex<T></code>에 대한 공유 참조를 얻을 수 있으므로 래핑된 데이터를 수정하는 데 사용할 수 있습니다.</li> +</ul> +<p>우리는 티켓 스토어의 잠금 전략을 구현하는 데 필요한 모든 요소를 갖추고 있습니다.</p> +<h2 id="읽을거리-12"><a class="header" href="#읽을거리-12">읽을거리</a></h2> +<ul> +<li>이 과정에서는 원자 연산에 대한 세부 사항을 다루지 않지만 <a href="https://doc.rust-lang.org/std/sync/atomic/index.html"><code>std</code> 문서</a>와 <a href="https://marabos.nl/atomics/">"Rust atomics and locks" book</a> 책에서 더 많은 정보를 찾을 수 있습니다.</li> +</ul> +<h2 id="예제-85"><a class="header" href="#예제-85">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/11_locks"><code>07_threads/11_locks</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="readers와-writers"><a class="header" href="#readers와-writers">Readers와 writers</a></h1> +<p>새로운 <code>TicketStore</code>는 작동하지만 읽기 성능은 좋지 않습니다. <code>Mutex<T></code>는 리더와 라이터를 구별하지 않기 때문에 특정 티켓을 한 번에 하나의 클라이언트만 읽을 수 있습니다.</p> +<p>다른 잠금 기본 요소인 <code>RwLock<T></code>를 사용하여 문제를 해결할 수 있습니다.<br /> +<code>RwLock<T></code>는 <strong>읽기-쓰기 잠금</strong>을 나타냅니다. <strong>여러 리더</strong>가 동시에 데이터에 액세스할 수 있지만 한 번에 한 명의 라이터만 액세스할 수 있습니다.</p> +<p><code>RwLock<T></code>에는 잠금을 획득하는 두 가지 방법, <code>읽기</code>와 <code>쓰기</code>가 있습니다.<br /> +<code>read</code>는 데이터를 읽을 수 있는 가드를 반환하고, <code>write</code>는 데이터를 수정할 수 있는 가드를 반환합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::RwLock; + +// 읽기-쓰기 잠금으로 보호되는 정수 +let lock = RwLock::new(0); + +// RwLock에 대한 읽기 잠금을 획득합니다 +let guard1 = lock.read().unwrap(); + +// 첫 번째 읽기 잠금이 아직 활성화되어 있는 동안 +// **두 번째** 읽기 잠금을 획득합니다 +let guard2 = lock.read().unwrap(); +<span class="boring">}</span></code></pre></pre> +<h2 id="장단점"><a class="header" href="#장단점">장단점</a></h2> +<p>표면적으로 <code>RwLock<T></code>는 당연한 것처럼 보입니다. 이는 <code>Mutex<T></code> 기능의 상위 집합을 제공합니다. <code>RwLock<T></code>를 사용할 수 있는데 왜 <code>Mutex<T></code>를 사용할까요?</p> +<p>두 가지 주요 이유가 있습니다:</p> +<ul> +<li><code>RwLock<T></code>을 잠그는 것은 <code>Mutex<T></code>를 잠그는 것보다 비용이 더 많이 듭니다.<br /> +이는 <code>RwLock<T></code>이 활성 판독기와 기록기의 수를 추적해야 하는 반면 <code>Mutex<T></code>는 잠금이 유지되는지 여부만 추적하면 되기 때문입니다. 이 성능 오버헤드는 작성기보다 판독기가 더 많은 경우 문제가 되지 않지만 작업 부하가 쓰기가 많은 경우 <code>Mutex<T></code>가 더 나은 선택일 수 있습니다.</li> +<li><code>RwLock<T></code>는 <strong>작성기 기아</strong>를 유발할 수 있습니다.<br /> +잠금을 획득하기 위해 대기하는 판독기가 항상 있는 경우 작성자는 실행할 기회를 얻지 못할 수도 있습니다.<br /> +<code>RwLock<T></code>는 판독기와 기록기에게 잠금에 대한 액세스 권한이 부여되는 순서에 대해 어떠한 보장도 제공하지 않습니다. 이는 기본 OS에서 구현하는 정책에 따라 달라지며, 이는 작성자에게 공평하지 않을 수 있습니다.</li> +</ul> +<p>우리의 경우 작업량이 읽기 중심일 것으로 예상할 수 있으므로(대부분의 클라이언트는 티켓을 수정하지 않고 읽기 때문에) <code>RwLock<T></code>을 선택하는 것이 좋습니다.</p> +<h2 id="예제-86"><a class="header" href="#예제-86">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/12_rw_lock"><code>07_threads/12_rw_lock</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="디자인-리뷰"><a class="header" href="#디자인-리뷰">디자인 리뷰</a></h1> +<p>잠시 우리가 겪어온 여정을 되돌아보겠습니다.</p> +<h2 id="채널-직렬화를-통한-잠금-없음"><a class="header" href="#채널-직렬화를-통한-잠금-없음">채널 직렬화를 통한 잠금 없음</a></h2> +<p>사용된 멀티스레드 티켓 저장소의 첫 번째 구현은 다음과 같습니다:</p> +<ul> +<li>공유 상태를 유지하기 위한 단일 수명이 긴 스레드(서버)</li> +<li>여러 클라이언트가 자체 스레드의 채널을 통해 요청을 보냅니다.</li> +</ul> +<p>서버가 상태를 수정하는 유일한 서버였으므로 상태 잠금이 필요하지 않았습니다. 그 이유는 "받은 편지함" 채널이 들어오는 요청을 자연스럽게 <strong>직렬화</strong>했기 때문입니다. 서버는 요청을 하나씩 처리합니다.<br /> +패치 동작과 관련하여 이 접근 방식의 한계에 대해 이미 논의했지만 원래 설계의 성능 영향에 대해서는 논의하지 않았습니다. 서버는 읽기를 포함하여 한 번에 하나의 요청만 처리할 수 있었습니다.</p> +<h2 id="세분화된-잠금"><a class="header" href="#세분화된-잠금">세분화된 잠금</a></h2> +<p>그런 다음 각 티켓이 자체 잠금으로 보호되고 클라이언트가 티켓을 읽을지 또는 원자적으로 수정할지 여부를 독립적으로 결정하여 적절한 잠금을 획득할 수 있는 보다 정교한 디자인으로 전환했습니다.</p> +<p>이 디자인은 더 나은 병렬 처리를 허용하지만(즉, 여러 클라이언트가 동시에 티켓을 읽을 수 있음) 기본적으로는 여전히 <strong>직렬</strong>입니다. 즉, 서버가 명령을 하나씩 처리합니다. 특히 클라이언트에게 하나씩 잠금을 전달합니다.</p> +<p>채널을 완전히 제거하고 클라이언트가 액세스를 동기화하기 위해 잠금에만 의존하여 <code>TicketStore</code>에 직접 액세스할 수 있도록 허용할 수 있습니까?</p> +<h2 id="채널-삭제"><a class="header" href="#채널-삭제">채널 삭제</a></h2> +<p>해결해야 할 두 가지 문제가 있습니다:</p> +<ul> +<li>스레드 간에 <code>TicketStore</code> 공유</li> +<li>스토어에 대한 액세스 동기화</li> +</ul> +<h3 id="스레드-간에-ticketstore-공유"><a class="header" href="#스레드-간에-ticketstore-공유">스레드 간에 <code>TicketStore</code> 공유</a></h3> +<p>우리는 모든 스레드가 동일한 상태를 참조하기를 원합니다. 그렇지 않으면 실제로는 멀티스레드 시스템이 아닙니다. 단지 여러 단일 스레드 시스템을 병렬로 실행하는 것뿐입니다.<br /> +스레드 간에 잠금을 공유하려고 할 때 이미 이 문제에 직면했습니다. <code>Arc</code>를 사용하면 됩니다.</p> +<h3 id="스토어에-대한-액세스-동기화"><a class="header" href="#스토어에-대한-액세스-동기화">스토어에 대한 액세스 동기화</a></h3> +<p>채널에서 제공하는 직렬화 덕분에 여전히 잠금이 해제된 상호 작용이 하나 있습니다. 바로 매장에서 티켓을 삽입(또는 제거)하는 것입니다.<br /> +채널을 제거하는 경우 <code>TicketStore</code> 자체에 대한 액세스를 동기화하기 위해 (또 다른) 잠금이 필요합니다.</p> +<p><code>Mutex</code>를 사용하는 경우 각 티켓에 추가 <code>RwLock</code>을 사용하는 것은 의미가 없습니다. <code>Mutex</code>는 이미 전체 매장에 대한 액세스를 직렬화하므로 어쨌든 티켓을 병렬로 읽을 수 없습니다. .<br /> +대신 <code>RwLock</code>을 사용하면 티켓을 병렬로 읽을 수 있습니다. 티켓을 삽입하거나 제거하는 동안 모든 읽기를 일시 중지하면 됩니다.</p> +<p>이 접근 방식을 따라가봅시다.</p> +<h2 id="예제-87"><a class="header" href="#예제-87">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/13_without_channels"><code>07_threads/13_without_channels</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="sync"><a class="header" href="#sync"><code>Sync</code></a></h1> +<p>이 장을 마무리하기 전에 Rust 표준 라이브러리의 또 다른 핵심 트레잇인 <code>Sync</code>에 대해 이야기해 보겠습니다.</p> +<p><code>Sync</code>는 <code>Send</code>와 마찬가지로 오토 트레잇입니다.<br /> +스레드 간에 안전하게 <strong>공유</strong>할 수 있는 모든 타입에 대해 자동으로 구현됩니다.</p> +<p>즉, <code>T: Sync</code>는 <code>&T</code>가 <code>Send</code>임을 의미합니다.</p> +<h2 id="sync는-send를-뜻하는게-아닙니다"><a class="header" href="#sync는-send를-뜻하는게-아닙니다"><code>Sync</code>는 <code>Send</code>를 뜻하는게 아닙니다</a></h2> +<p><code>Sync</code>는 <code>Send</code>를 의미하지 않는다는 점에 유의하는 것이 중요합니다.<br /> +예를 들어 <code>MutexGuard</code>는 <code>Send</code>가 아니지만 <code>Sync</code>입니다.</p> +<p>잠금을 획득한 동일한 스레드에서 잠금을 해제해야 하기 때문에 <code>Send</code>가 아닙니다. 따라서 <code>MutexGuard</code>가 다른 스레드에서 삭제되는 것을 원하지 않습니다.<br /> +그러나 다른 스레드에 <code>&MutexGuard</code>를 제공해도 잠금이 해제되는 위치에는 영향을 미치지 않기 때문에 이는 <code>Sync</code>입니다.</p> +<h2 id="send는-sync를-뜻하지-않습니다"><a class="header" href="#send는-sync를-뜻하지-않습니다"><code>Send</code>는 <code>Sync</code>를 뜻하지 않습니다</a></h2> +<p>그 반대도 마찬가지입니다. <code>Send</code>는 <code>Sync</code>를 뜻하지 않습니다.<br /> +예를 들어 <code>RefCell<T></code>는 <code>Send</code>(<code>T</code>가 <code>Send</code>인 경우)이지만 <code>Sync</code>는 아닙니다.</p> +<p><code>RefCell<T></code>는 런타임 차용 검사를 수행하지만 차용을 추적하는 데 사용하는 카운터는 스레드로부터 안전하지 않습니다. 따라서 <code>&RefCell</code>을 보유하는 여러 스레드가 있으면 데이터 경쟁이 발생하고 잠재적으로 여러 스레드가 동일한 데이터에 대한 변경 가능한 참조를 얻게 됩니다. 따라서 <code>RefCell</code>은 <code>Sync</code>가 아닙니다.<br /> +대신 <code>Send</code> 맞습니다. 왜냐하면 <code>RefCell</code>을 다른 스레드로 보낼 때 포함된 데이터에 대한 참조를 남기지 않고 동시에 변경 가능한 액세스가 발생할 위험이 없기 때문입니다.</p> +<h2 id="예제-88"><a class="header" href="#예제-88">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/07_threads/14_sync"><code>07_threads/14_sync</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="비동기-러스트"><a class="header" href="#비동기-러스트">비동기 러스트</a></h1> +<p>스레드가 Rust에서 동시성 프로그램을 작성하는 유일한 방법은 아닙니다.<br /> +이번 장에서는 <strong>비동기 프로그래밍</strong>이라는 또 다른 접근 방식을 살펴보겠습니다.</p> +<p>특히 다음 내용을 소개하게 됩니다:</p> +<ul> +<li>비동기 코드를 쉽게 작성하기 위한 <code>async</code>/<code>.await</code> 키워드</li> +<li>아직 완료되지 않은 계산을 나타내는 <code>Future</code> 트레잇</li> +<li>비동기 코드 실행을 위한 가장 인기 있는 런타임인 <code>tokio</code></li> +<li>Rust 비동기 모델의 협력적 특성과 이것이 코드에 미치는 영향</li> +</ul> +<h2 id="예제-89"><a class="header" href="#예제-89">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/00_intro"><code>08_futures/00_intro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="비동기-함수"><a class="header" href="#비동기-함수">비동기 함수</a></h1> +<p>지금까지 작성한 모든 함수와 메소드는 열망적이었습니다.<br /> +당신이 그들을 호출할 때까지 아무 일도 일어나지 않았습니다. 하지만 한 번 수행하면 완료될 때까지 달렸습니다. <strong>모든</strong> 작업을 수행한 다음 출력물을 반환했습니다.</p> +<p>때때로 그것은 바람직하지 않습니다.<br /> +예를 들어, HTTP 서버를 작성하는 경우 요청 본문이 도착하기를 기다리기, 데이터베이스가 응답하기를 기다리기, 다운스트림 서비스가 응답하기를 기다리는 등 많은 <strong>대기</strong>가 있을 수 있습니다.</p> +<p>기다리는 동안 다른 일을 할 수 있다면 어떨까요?<br /> +계산 도중에 포기할 수 있다면 어떨까요?<br /> +현재 작업보다 다른 작업의 우선순위를 선택할 수 있다면 어떨까요?</p> +<p>이곳이 바로 <strong>비동기 함수</strong>가 등장하는 곳입니다.</p> +<h2 id="async-fn"><a class="header" href="#async-fn"><code>async fn</code></a></h2> +<p>비동기 함수를 정의하려면 <code>async</code> 키워드를 사용합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::net::TcpListener; + +// 이 함수는 비동기식입니다 +async fn bind_random() -> TcpListener { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<p>일반 함수처럼 <code>bind_random</code>을 호출하면 어떻게 될까요?</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn run() { + // `bind_random` 호출 + let listener = bind_random(); + // 뭣? +} +<span class="boring">}</span></code></pre></pre> +<p>아무 반응이 없습니다!<br /> +Rust는 호출할 때 <code>bind_random</code> 실행을 시작하지 않습니다. (다른 언어 사용 경험을 바탕으로 예상할 수 있듯이) 백그라운드 작업으로도 실행하지 않습니다. Rust의 비동기 함수는 <strong>게으릅니다</strong>: 명시적으로 요청하기 전까지는 어떤 작업도 수행하지 않습니다. Rust의 용어를 사용하면 <code>bind_random</code>이 나중에 완료될 수 있는 연산을 나타내는 타입인 <strong>future</strong>를 반환한다고 말합니다. 이것들은 이 장의 뒷부분에서 자세히 살펴볼 인터페이스인 <code>Future</code> 트레잇을 구현하기 때문에 future라고 불립니다.</p> +<h2 id="await"><a class="header" href="#await"><code>.await</code></a></h2> +<p>비동기 함수에 작업을 요청하는 가장 일반적인 방법은 <code>.await</code> 키워드를 사용하는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::net::TcpListener; + +async fn bind_random() -> TcpListener { + // [...] +} + +async fn run() { + // `bind_random`을 호출하고 완료될 때까지 기다립니다 + let listener = bind_random().await; + // 이제 `listener`가 준비되었습니다 +} +<span class="boring">}</span></code></pre></pre> +<p><code>.await</code>는 비동기 함수 실행이 완료될 때까지 호출자에게 제어권을 반환하지 않습니다. 위의 예시에서는 <code>TcpListener</code>가 생성될 때까지입니다.</p> +<h2 id="런타임"><a class="header" href="#런타임">런타임</a></h2> +<p>혼란스럽다면, 그럴 만도 합니다! 비동기 함수의 장점은 모든 작업을 한 번에 수행하지 않는다는 점이라고 말했습니다. 그 후에, 비동기 함수가 완료될 때까지 반환하지 않는 <code>.await</code>를 도입했습니다. 우리가 해결하려고 했던 문제를 다시 발생시킨 것이 아닌가요? 그럼 이게 무슨 의미가 있는 걸까요?</p> +<p>어림도 없지! <code>.await</code>를 호출하면 뒤에서 많은 일이 일어납니다!<br /> +<strong>비동기 실행기</strong>라고도 알려진 <strong>비동기 런타임</strong>에 제어권을 양보하고 있습니다. 실행자는 마법이 일어나는 곳입니다. 실행 중인 모든 비동기 <strong>작업</strong>을 관리하는 역할을 담당합니다. 특히 두 가지 목표의 균형을 유지합니다:</p> +<ul> +<li><strong>진행</strong>: 가능할 때마다 작업이 진행되도록 합니다.</li> +<li><strong>효율성</strong>: 작업이 무언가를 기다리고 있는 경우 사용 가능한 리소스를 최대한 활용하여 그 동안 다른 작업이 실행될 수 있는지 확인하려고 합니다.</li> +</ul> +<h3 id="기본-런타임-없음"><a class="header" href="#기본-런타임-없음">기본 런타임 없음</a></h3> +<p>Rust는 비동기 프로그래밍에 대한 접근 방식이 매우 독특합니다. 기본 런타임이 없습니다. 표준 라이브러리는 함께 제공되지 않습니다. 직접 가져와야합니다!</p> +<p>대부분의 경우 생태계에서 사용 가능한 옵션 중 하나를 선택하게 됩니다. 일부 런타임은 광범위하게 적용 가능하도록 설계되어 대부분의 애플리케이션에 확실한 옵션입니다. <code>tokio</code>와 <code>async-std</code>가 이 범주에 속합니다. 다른 런타임은 특정 사용 사례에 최적화되어 있습니다. 임베디드 시스템을 위한 <code>embassy</code>같은 것이 있습니다.</p> +<p>이 과정 전체에서 우리는 Rust의 범용 비동기 프로그래밍을 위한 가장 인기 있는 런타임인 <code>tokio</code>를 사용하게 됩니다.</p> +<h3 id="tokiomain"><a class="header" href="#tokiomain"><code>#[tokio::main]</code></a></h3> +<p>실행 파일의 진입점인 <code>main</code> 함수는 동기 함수여야 합니다. 여기에서 선택한 비동기 런타임을 설정하고 실행해야 합니다.</p> +<p>대부분의 런타임은 이를 더 쉽게 하기 위해 매크로를 제공합니다. <code>tokio</code>의 경우 <code>tokio::main</code>입니다:</p> +<pre><pre class="playground"><code class="language-rust">#[tokio::main] +async fn main() { + // 비동기 코드가 여기에 들어갑니다 +}</code></pre></pre> +<p>이는 다음으로 확장됩니다:</p> +<pre><pre class="playground"><code class="language-rust">fn main() { + let rt = tokio::runtime::Runtime::new().unwrap(); + rt.block_on( + // 비동기 함수는 여기에 들어갑니다 + // [...] + ); +}</code></pre></pre> +<h3 id="tokiotest"><a class="header" href="#tokiotest"><code>#[tokio::test]</code></a></h3> +<p>테스트도 마찬가지입니다. 동기식 함수여야 합니다.<br /> +각 테스트 함수는 자체 스레드에서 실행되며, 테스트에서 비동기 코드를 실행해야 하는 경우 비동기 런타임을 설정하고 시작하는 책임은 사용자에게 있습니다.<br /> +<code>tokio</code>는 이 작업을 더 쉽게 하기 위해 <code>#[tokio::test]</code> 매크로를 제공합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>#[tokio::test] +async fn my_test() { + // 비동기 테스트 코드가 여기에 들어갑니다 +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-90"><a class="header" href="#예제-90">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/01_async_fn"><code>08_futures/01_async_fn</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="태스크-띄우기"><a class="header" href="#태스크-띄우기">태스크 띄우기</a></h1> +<p>이전 예제에 대한 솔루션은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub async fn echo(listener: TcpListener) -> Result<(), anyhow::Error> { + loop { + let (mut socket, _) = listener.accept().await?; + let (mut reader, mut writer) = socket.split(); + tokio::io::copy(&mut reader, &mut writer).await?; + } +} +<span class="boring">}</span></code></pre></pre> +<p>나쁘지 않습니다!<br /> +두 개의 들어오는 연결 사이에 오랜 시간이 지나면 <code>echo</code> 함수는 유휴 상태가 되며(<code>TcpListener::accept</code>는 비동기 함수이므로) 실행기가 그 동안 다른 작업을 실행할 수 있습니다.</p> +<p>하지만 실제로 여러 작업을 동시에 실행하려면 어떻게 해야 할까요?<br /> +완료될 때까지 항상 비동기 함수를 실행한다면(<code>.await</code>를 사용하여) 한 번에 두 개 이상의 작업이 실행되지 않습니다.</p> +<p>여기가 <code>tokio::spawn</code> 함수가 필요한 곳입니다.</p> +<h2 id="tokiospawn"><a class="header" href="#tokiospawn"><code>tokio::spawn</code></a></h2> +<p><code>tokio::spawn</code>을 사용하면 <strong>완료될 때까지 기다리지 않고</strong> 작업을 실행자에게 전달할 수 있습니다.<br /> +<code>tokio::spawn</code>을 호출할 때마다 <code>tokio</code>에게 생성된 작업을 백그라운드에서 생성된 작업과 <strong>동시에</strong> 계속 실행하라고 지시하는 것입니다.</p> +<p>이를 사용하여 여러 연결을 동시에 처리하는 방법은 다음과 같습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::net::TcpListener; + +pub async fn echo(listener: TcpListener) -> Result<(), anyhow::Error> { + loop { + let (mut socket, _) = listener.accept().await?; + // 연결을 처리하기 위해 백그라운드 작업을 생성합니다. + // 따라서 기본 작업이 즉시 시작될 수 있습니다. + // 새 연결을 수락합니다 + tokio::spawn(async move { + let (mut reader, mut writer) = socket.split(); + tokio::io::copy(&mut reader, &mut writer).await?; + }); + } +} +<span class="boring">}</span></code></pre></pre> +<h3 id="비동기-블록"><a class="header" href="#비동기-블록">비동기 블록</a></h3> +<p>이 예에서는 <strong>비동기 블록</strong>을 <code>tokio::spawn</code>에 전달했습니다. <code>async move { /* */ }</code> 비동기 블록은 별도의 비동기 함수를 정의하지않고도 코드 영역을 비동기로 만들 수 있는 빠른 방법입니다.</p> +<h3 id="joinhandle"><a class="header" href="#joinhandle"><code>JoinHandle</code></a></h3> +<p><code>tokio::spawn</code>은 <code>JoinHandle</code>을 반환합니다.<br /> +생성된 스레드에 대해 <code>join</code>을 사용한 것과 같은 방식으로 <code>JoinHandle</code>을 사용하여 백그라운드 작업을 <code>.await</code>할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub async fn run() { + // 원격 서버에 원격 측정 데이터를 전송하기 위한 + // 백그라운드 작업을 생성합니다 + let handle = tokio::spawn(emit_telemetry()); + // 그동안 다른 유용한 작업을 수행합니다 + do_work().await; + // 하지만 원격 측정 데이터가 성공적으로 전달될 때까지 + // 호출자에게 반환하지 마세요 + handle.await; +} + +pub async fn emit_telemetry() { + // [...] +} + +pub async fn do_work() { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h3 id="패닉-경계"><a class="header" href="#패닉-경계">패닉 경계</a></h3> +<p><code>tokio::spawn</code>으로 생성된 작업에 패닉이 발생하면 실행 프로그램이 패닉을 포착합니다.<br /> +해당하는 <code>JoinHandle</code>을 <code>.await</code>하지 않으면 패닉이 생성자에게 전파되지 않습니다. <code>JoinHandle</code>을 <code>.await</code>하더라도 패닉이 자동으로 전파되지 않습니다. <code>JoinHandle</code>을 기다리면 에러 타입이 <a href="https://docs.rs/tokio/latest/tokio/task/struct.JoinError.html"><code>JoinError</code></a>인 <code>Result</code>가 반환됩니다. 그런 다음 <code>JoinError::is_panic</code>을 호출하여 작업에 패닉이 발생했는지 확인하고 패닉 처리 방법(기록, 무시 또는 전파)을 선택할 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::task::JoinError; + +pub async fn run() { + let handle = tokio::spawn(work()); + if let Err(e) = handle.await { + if let Ok(reason) = e.try_into_panic() { + // 작업에 패닉이 발생했습니다 + // 패닉 해제를 재개하여, + // 이를 현재 작업에 전파합니다 + panic::resume_unwind(reason); + } + } +} + +pub async fn work() { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h3 id="stdthreadspawn-vs-tokiospawn"><a class="header" href="#stdthreadspawn-vs-tokiospawn"><code>std::thread::spawn</code> vs <code>tokio::spawn</code></a></h3> +<p><code>tokio::spawn</code>을 <code>std::spawn::thread</code>의 비동기 버전이라고 생각할 수 있습니다.</p> +<p>주요 차이점에 주목하세요. <code>std::thread::spawn</code>을 사용하면 제어권을 OS 스케줄러에 위임합니다. 스레드 예약 방법을 제어할 수 없습니다.</p> +<p><code>tokio::spawn</code>을 사용하면 전적으로 사용자 공간에서 실행되는 비동기 실행기에 위임하게 됩니다. 기본 OS 스케줄러는 다음에 실행할 작업을 결정하는 데 관여하지 않습니다. 우리는 이제 우리가 사용하기로 선택한 실행자를 통해 그 결정을 담당하고 있습니다.</p> +<h2 id="예제-91"><a class="header" href="#예제-91">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/02_spawn"><code>08_futures/02_spawn</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="런타임-아키텍처"><a class="header" href="#런타임-아키텍처">런타임 아키텍처</a></h1> +<p>지금까지 우리는 추상적인 개념으로 비동기 런타임에 대해 이야기해왔습니다. 구현 방식에 대해 좀 더 자세히 살펴보겠습니다. 곧 알게 되겠지만 이는 코드에 영향을 미칩니다.</p> +<h2 id="성향"><a class="header" href="#성향">성향</a></h2> +<p><code>tokio</code>는 두 가지 다른 런타임 _성향_을 제공합니다.</p> +<p><code>tokio::runtime::Builder</code>를 통해 런타임을 구성할 수 있습니다:</p> +<ul> +<li><code>Builder::new_multi_thread</code>는 <strong>멀티스레드 <code>tokio</code> 런타임</strong>을 제공합니다</li> +<li><code>Builder::new_current_thread</code>는 실행을 위해 <strong>현재 스레드</strong>에만 의존합니다.</li> +</ul> +<p><code>#[tokio::main]</code>은 기본적으로 다중 스레드 런타임을 반환하는 반면 <code>#[tokio::test]</code>는 기본적으로 현재 스레드 런타임을 사용합니다.</p> +<h3 id="현재-스레드-런타임"><a class="header" href="#현재-스레드-런타임">현재 스레드 런타임</a></h3> +<p>현재 스레드 런타임은 이름에서 알 수 있듯이 작업을 예약하고 실행하기 위해 시작된 OS 스레드에만 의존합니다.<br /> +현재 스레드 런타임을 사용하는 경우 <strong>동시성</strong>은 있지만 <strong>병렬성</strong>은 없습니다. 비동기 작업은 인터리브되지만 주어진 시간에 항상 최대 하나의 작업이 실행됩니다.</p> +<h3 id="멀티스레드-런타임"><a class="header" href="#멀티스레드-런타임">멀티스레드 런타임</a></h3> +<p>대신 멀티스레드 런타임을 사용하는 경우 주어진 시간에 최대 <code>N</code>개의 작업을 _병렬_로 실행할 수 있습니다. 여기서 <code>N</code>은 런타임에서 사용하는 스레드 수입니다. 기본적으로 <code>N</code>은 사용 가능한 CPU 코어 수와 같습니다.</p> +<p>더 많은 것이 있습니다: <code>tokio</code>는 <strong>작업 훔치기</strong>를 수행합니다.<br /> +스레드가 유휴 상태이면 기다리지 않고 전역 대기열에서 또는 다른 스레드의 로컬 대기열에서 이를 훔쳐 실행할 준비가 된 새 작업을 찾으려고 시도합니다.<br /> +작업 가로채기는 애플리케이션이 스레드 간에 완벽하게 균형을 이루지 못한 작업 부하를 처리할 때마다 특히 꼬리 지연 시간에 상당한 성능 이점을 제공할 수 있습니다.</p> +<h2 id="시사점"><a class="header" href="#시사점">시사점</a></h2> +<p><code>tokio::spawn</code>은 버전에 구애받지 않습니다. 다중 스레드 런타임이나 현재 스레드 런타임에서 실행 중인지 상관없이 작동합니다. 단점은 시그니처가 최악의 경우(예: 다중 스레드)를 가정하고 이에 따라 제한된다는 것입니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub fn spawn<F>(future: F) -> JoinHandle<F::Output> +where + F: Future + Send + 'static, + F::Output: Send + 'static, +{ /* */ } +<span class="boring">}</span></code></pre></pre> +<p>지금은 <code>Future</code> 트레잇을 무시하고 나머지 부분에 집중하겠습니다.<br /> +<code>spawn</code>은 모든 입력이 <code>Send</code>이고 <code>'static</code> 수명을 갖도록 요구합니다.</p> +<p><code>'static</code> 제약 조건은 <code>std::thread::spawn</code>에 대한 <code>'static</code> 제약 조건과 동일한 근거를 따릅니다. 생성된 작업은 생성된 컨텍스트보다 오래 지속될 수 있으므로 로컬 데이터에 의존해서는 안 됩니다. 생성 컨텍스트가 삭제된 후에야 할당이 취소될 수 있습니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn spawner() { + let v = vec![1, 2, 3]; + // `&v`는 충분히 오래 지속되지 않기 + // 않기 때문에 작동하지 않습니다. + tokio::spawn(async { + for x in &v { + println!("{x}") + } + }) +} +<span class="boring">}</span></code></pre></pre> +<p>반면에 <code>Send</code>는 <code>tokio</code>의 작업 도용 전략의 직접적인 결과입니다. 스레드 <code>A</code>에서 생성된 작업은 스레드 <code>B</code>가 유휴 상태인 경우 결국 스레드 <code>B</code>로 이동될 수 있습니다. 스레드 경계를 넘었기 때문에 <code>Send</code>여야합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>fn spawner(input: Rc<u64>) { + // 이 역시 작동하지 않습니다. 왜냐하면 + // `Rc`는 `Send`가 아니기 때문입니다. + tokio::spawn(async move { + println!("{}", input); + }) +} +<span class="boring">}</span></code></pre></pre> +<h2 id="예제-92"><a class="header" href="#예제-92">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/03_runtime"><code>08_futures/03_runtime</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="future-트레잇"><a class="header" href="#future-트레잇"><code>Future</code> 트레잇</a></h1> +<h2 id="로컬-rc-문제"><a class="header" href="#로컬-rc-문제">로컬 <code>Rc</code> 문제</a></h2> +<p><code>tokio::spawn</code>의 시그니처로 돌아가 봅시다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub fn spawn<F>(future: F) -> JoinHandle<F::Output> + where + F: Future + Send + 'static, + F::Output: Send + 'static, +{ /* */ } +<span class="boring">}</span></code></pre></pre> +<p><code>F</code>가 <code>Send</code>라는 것이 <em>실제로</em> 무엇을 의미하나요?<br /> +이는 이전 섹션에서 본 것처럼 생성 환경에서 캡처하는 값이 무엇이든 <code>Send</code>여야 함을 의미합니다. 그러나 그것은 그 이상을 의미합니다.</p> +<p>_.await 지점 전체에 걸쳐 보유된 모든 값_은 <code>Send</code>여야 합니다.<br /> +예를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::rc::Rc; +use tokio::task::yield_now; + +fn spawner() { + tokio::spawn(example()); +} + +async fn example() { + // `Send`가 아닌 값, + // 비동기 함수 _내부_에서 생성됨 + let non_send = Rc::new(1); + + // 아무것도 하지 않는 `.await` 지점 + yield_now().await; + + // `.await` 뒤에는 `Send`가 아닌 + // 로컬 값이 여전히 필요합니다 + println!("{}", non_send); +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 다음 코드를 거부합니다:</p> +<pre><code class="language-text">error: future cannot be sent between threads safely + | +5 | tokio::spawn(example()); + | ^^^^^^^^^ future returned by `example` is not `Send` + | +note: future is not `Send` as this value is used across an await + | +11 | let non_send = Rc::new(1); + | -------- has type `Rc<i32>` which is not `Send` +12 | // A `.await` point +13 | yield_now().await; + | ^^^^^ await occurs here, with `non_send` maybe used later +note: required by a bound in `tokio::spawn` + | +164 | pub fn spawn<F>(future: F) -> JoinHandle<F::Output> + | ----- required by a bound in this function +165 | where +166 | F: Future + Send + 'static, + | ^^^^ required by this bound in `spawn` +</code></pre> +<p>왜 그런 경우인지 이해하려면 Rust의 비동기 모델에 대한 이해를 개선해야 합니다.</p> +<h2 id="future-트레잇-1"><a class="header" href="#future-트레잇-1"><code>Future</code> 트레잇</a></h2> +<p>우리는 <code>async</code> 함수가 <code>Future</code> 트레잇을 구현하는 타입인 <strong>futures</strong>를 반환한다고 일찍 밝혔습니다. 미래를 <strong>상태 머신</strong>으로 생각할 수 있습니다. 다음 두 가지 상태 중 하나입니다:</p> +<ul> +<li><strong>보류 중</strong>: 계산이 아직 완료되지 않았습니다.</li> +<li><strong>준비</strong>: 계산이 완료되었습니다. 출력은 다음과 같습니다.</li> +</ul> +<p>이는 트레잇 정의에 인코딩되어 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>trait Future { + type Output; + + // 지금은 `Pin`과 `Context`를 무시하세요 + fn poll(self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output>; +} +<span class="boring">}</span></code></pre></pre> +<h3 id="poll"><a class="header" href="#poll"><code>poll</code></a></h3> +<p><code>Poll</code> 방법은 <code>Future</code> 트레잇의 핵심입니다.<br /> +퓨처 그 자체로는 아무것도 할 수 없습니다. 진행하려면 <strong>폴링</strong>이 필요합니다.<br /> +<code>poll</code>을 호출하면 퓨처에게 작업을 요청하는 것입니다. <code>poll</code>은 진행을 시도한 후 다음 중 하나를 반환합니다:</p> +<ul> +<li><code>Poll::Pending</code>: 퓨처가 아직 준비되지 않았습니다. 나중에 <code>poll</code>을 다시 호출해야 합니다.</li> +<li><code>Poll::Ready(value)</code>: 퓨처가가 완료되었습니다. 계산된 <code>value</code>는 <code>Self::Output</code> 타입입니다.</li> +</ul> +<p><code>Future::poll</code>이 <code>Poll::Ready</code>를 반환하면 다시 폴링해서는 안 됩니다. 퓨처가 완료되었으므로 더 이상 할 일이 없습니다.</p> +<h3 id="런타임의-역할"><a class="header" href="#런타임의-역할">런타임의 역할</a></h3> +<p>poll을 직접 호출하는 경우는 거의 없습니다.<br /> +저게 비동기 런타임의 역할입니다. 퓨쳐가 가능할 때마다 진행되고 있는지 확인하는 데 필요한 모든 정보(<code>poll</code> 시그니처의 <code>Context</code>)가 있습니다.</p> +<h2 id="async-fn과-퓨처"><a class="header" href="#async-fn과-퓨처"><code>async fn</code>과 퓨처</a></h2> +<p>우리는 높은 수준의 인터페이스인 비동기 함수을 사용해 작업했습니다.<br /> +우리는 이제 저수준 프리미티브인 <code>Future 트레잇</code>을 살펴보았습니다.</p> +<p>그들은 어떻게 관련되어 있을까요?</p> +<p>함수를 비동기로 표시할 때마다 해당 함수는 퓨처를 반환합니다. 컴파일러는 비동기 함수의 본문을 <strong>상태 머신</strong>으로 변환합니다: 각 <code>.await</code> 지점마다 하나의 상태가 됩니다.</p> +<p><code>Rc</code> 예제로 돌아가면:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::rc::Rc; +use tokio::task::yield_now; + +async fn example() { + let non_send = Rc::new(1); + yield_now().await; + println!("{}", non_send); +} +<span class="boring">}</span></code></pre></pre> +<p>컴파일러는 이를 다음과 같은 열거형으로 변환합니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>pub enum ExampleFuture { + NotStarted, + YieldNow(Rc<i32>), + Terminated, +} +<span class="boring">}</span></code></pre></pre> +<p><code>example</code>이 호출되면 <code>ExampleFuture::NotStarted</code>를 반환합니다. 퓨처는 아직 폴링된 적이 없으므로 아무 일도 일어나지 않았습니다.<br /> +런타임이 처음으로 폴링하면 <code>ExampleFuture</code>는 다음 <code>.await</code> 지점까지 진행됩니다. 상태 시스템의 <code>ExampleFuture::YieldNow(Rc<i32>)</code> 단계에서 멈추고 <code>Poll::Pending</code>을 반환합니다.<br /> +다시 폴링되면 나머지 코드(<code>println!</code>)을 실행하고 <code>Poll::Ready(())</code>를 반환합니다.</p> +<p>상태 머신 표현인 <code>ExampleFuture</code>를 보면 이제 <code>example</code>이 <code>Send</code>가 아닌 이유가 분명해졌습니다. 여기에는 <code>Rc</code>가 있으므로 <code>Send</code>가 될 수 없습니다.</p> +<h2 id="양보-지점"><a class="header" href="#양보-지점">양보 지점</a></h2> +<p>방금 <code>example</code>에서 본 것처럼 모든 <code>.await</code> 지점은 퓨처의 수명 주기에서 새로운 중간 상태를 생성합니다.<br /> +그렇기 때문에 <code>.await</code> 포인트는 **양보 지점(yield points)**라고도 알려져 있습니다. 퓨처의 _양보 제어_는 이를 폴링한 런타임으로 돌아가서 런타임이 이를 일시 중지하고 (필요한 경우) 실행을 위해 다른 작업을 예약할 수 있도록 합니다. 이렇게 함으로써 여러 작업을 동시에 진행할 수 있습니다.</p> +<p>양보의 중요성을 나중에 다시 알아보겠습니다.</p> +<h2 id="예제-93"><a class="header" href="#예제-93">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/04_future"><code>08_futures/04_future</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="런타임을-차단하지-마세요"><a class="header" href="#런타임을-차단하지-마세요">런타임을 차단하지 마세요</a></h1> +<p>양보 지점으로 다시 돌아갑시다.<br /> +스레드와 달리 <strong>Rust 작업은 선점될 수 없습니다</strong>.</p> +<p>'tokio'는 자체적으로 작업을 일시 중지하고 그 자리에서 다른 작업을 실행하기로 결정할 수 없습니다. 작업이 양보되면 제어권은 <strong>독점적으로</strong> 실행자에게 돌아갑니다. 즉, <code>Future::poll</code>이 <code>Poll::Pending</code>을 반환할 때, <code>async fn</code>의 경우에는 퓨처를 <code>.await</code>할 때.</p> +<p>이로 인해 런타임이 위험에 노출됩니다. 작업이 결코 양보되지 않으면 런타임은 다른 작업을 실행할 수 없습니다. 이를 <strong>런타임 차단</strong>이라고 합니다.</p> +<h2 id="차단이란-무엇입니까"><a class="header" href="#차단이란-무엇입니까">차단이란 무엇입니까?</a></h2> +<p>얼마나 긴가요? 작업이 문제가 되기 전에 양보하지 않고 얼마나 많은 시간을 보낼 수 있습니까?</p> +<p>런타임, 애플리케이션, 진행 중인 작업 수 및 기타 여러 요인에 따라 달라집니다. 그러나 일반적으로 항복 지점 사이에 100마이크로초 미만의 시간을 사용하도록 노력하세요.</p> +<h2 id="결과"><a class="header" href="#결과">결과</a></h2> +<p>런타임을 차단하면 다음과 같은 결과가 발생할 수 있습니다:</p> +<ul> +<li><strong>교착 상태</strong>: 양보하지 않는 작업이 다른 작업이 완료되기를 기다리고 있고 해당 작업이 첫 번째 작업이 양보되기를 기다리고 있다면 교착 상태가 발생한 것입니다. 런타임이 다른 스레드에서 다른 작업을 예약할 수 없으면 진행이 불가능합니다.</li> +<li><strong>기아</strong>: 다른 작업을 실행할 수 없거나 오랜 지연 후에 실행될 수 있으며, 이로 인해 성능이 저하될 수 있습니다(예: 긴 꼬리 지연 시간).</li> +</ul> +<h2 id="차단이-항상-명확한-것은-아닙니다"><a class="header" href="#차단이-항상-명확한-것은-아닙니다">차단이 항상 명확한 것은 아닙니다</a></h2> +<p>다음과 같은 일부 타입의 작업은 일반적으로 비동기 코드에서 피해야 합니다:</p> +<ul> +<li>동기식 I/O. 시간이 얼마나 걸릴지 예측할 수 없으며 100마이크로초보다 길어질 가능성이 높습니다.</li> +<li>무거운 CPU 바인딩 계산 작업.</li> +</ul> +<p>하지만 후자의 범주는 항상 명확하지는 않습니다. 예를 들어, 몇 개의 요소를 가진 벡터를 정렬하는 것은 문제가 되지 않습니다. 그러나 벡터에 수십억 개의 항목이 있는 경우에는 이야기가 달라집니다.</p> +<h2 id="차단을-피하는-방법"><a class="header" href="#차단을-피하는-방법">차단을 피하는 방법</a></h2> +<p>그렇다면 차단 위험이 있는 작업을 <em>반드시</em> 수행해야 한다고 가정할 때 런타임 차단을 어떻게 방지할 수 있을까요?<br /> +작업을 다른 스레드로 이동해야 합니다. 작업을 실행하기 위해 <code>tokio</code>에서 사용하는 소위 런타임 스레드를 사용하는 것이 아닙니다.</p> +<p><code>tokio</code>는 이 목적을 위해 <strong>차단 풀</strong>이라고 불리는 전용 스레드 풀을 제공합니다. <code>tokio::task::spawn_blocking</code> 함수를 사용하여 차단 풀에서 동기 작업을 생성할 수 있습니다. <code>spawn_blocking</code>은 작업이 완료되면 작업 결과로 확인되는 future를 반환합니다.</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::task; + +fn expensive_computation() -> u64 { + // [...] +} + +async fn run() { + let handle = task::spawn_blocking(expensive_computation); + // 그동안 다른 일을 하세요 + let result = handle.await.unwrap(); +} +<span class="boring">}</span></code></pre></pre> +<p>차단 풀은 수명이 깁니다. 스레드 초기화 비용은 여러 호출을 통해 분할되므로 <code>spawn_blocking</code>은 <code>std::thread::spawn</code>을 통해 직접 새 스레드를 생성하는 것보다 더 빠릅니다.</p> +<h2 id="읽을거리-13"><a class="header" href="#읽을거리-13">읽을거리</a></h2> +<ul> +<li>해당 주제에 대한 <a href="https://ryhl.io/blog/async-what-is-blocking/">Alice Ryhl의 블로그 게시물</a>을 확인하세요.</li> +</ul> +<h2 id="예제-94"><a class="header" href="#예제-94">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/05_blocking"><code>08_futures/05_blocking</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="async-aware-기본-요소"><a class="header" href="#async-aware-기본-요소">Async-aware 기본 요소</a></h1> +<p><code>tokio</code>의 문서를 찾아보면 표준 라이브러리의 타입을 "미러링"하지만 잠금, 채널, 타이머 등 비동기식 변형이 포함된 많은 타입을 제공한다는 것을 알 수 있습니다.</p> +<p>비동기식 컨텍스트에서 작업할 때는 동기식 컨텍스트보다 이러한 비동기식 대안을 선호해야 합니다.</p> +<p>그 이유를 이해하기 위해 이전 장에서 살펴본 상호 배타적 잠금 장치인 <code>Mutex</code>를 살펴보겠습니다.</p> +<h2 id="사례-연구-뮤텍스"><a class="header" href="#사례-연구-뮤텍스">사례 연구: '뮤텍스'</a></h2> +<p>간단한 예를 살펴보겠습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::{Arc, Mutex}; + +async fn run(m: Arc<Mutex<Vec<u64>>>) { + let guard = m.lock().unwrap(); + http_call(&guard).await; + println!("Sent {:?} to the server", &guard); + // `guard`가 여기에 삭제되었습니다 +} + +/// `v`를 HTTP 호출의 본문으로 사용하세요. +async fn http_call(v: &[u64]) { + // [...] +} +<span class="boring">}</span></code></pre></pre> +<h3 id="stdsyncmutexguard와-양보-지점"><a class="header" href="#stdsyncmutexguard와-양보-지점"><code>std::sync::MutexGuard</code>와 양보 지점</a></h3> +<p>이 코드는 컴파일되지만 위험합니다.</p> +<p>비동기 컨텍스트의 <code>std</code>에서 <code>Mutex</code>에 대한 잠금을 획득하려고 합니다. 그런 다음 결과로 얻은 <code>MutexGuard</code>를 양보 지점(즉, <code>http_call</code>의 <code>.await</code>)에서 가지고있을겁니다.</p> +<p>단일 스레드 런타임에서 <code>run</code>을 동시에 실행하는 두 가지 작업이 있다고 가정해 보겠습니다. 우리는 다음과 같은 순서의 스케줄 이벤트를 볼 수 있습니다:</p> +<pre><code class="language-text"> Task A Task B + | + Acquire lock +Yields to runtime + | + +--------------+ + | + Tries to acquire lock +</code></pre> +<p>교착상태에 빠졌습니다. 작업 B는 잠금을 획득하지 못할 것입니다. 현재 작업 A가 잠금을 보유하고 있기 때문입니다. 작업 A는 잠금을 해제하기 전에 런타임에 양보했으며 런타임이 작업 B를 선점할 수 없기 때문에 다시 예약되지 않습니다.</p> +<h3 id="tokiosyncmutex"><a class="header" href="#tokiosyncmutex"><code>tokio::sync::Mutex</code></a></h3> +<p><code>tokio::sync::Mutex</code>로 전환하면 문제를 해결할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::sync::Arc; +use tokio::sync::Mutex; + +async fn run(m: Arc<Mutex<Vec<u64>>>) { + let guard = m.lock().await; + http_call(&guard).await; + println!("Sent {:?} to the server", &guard); + // `guard`가 여기에 삭제되었습니다 +} +<span class="boring">}</span></code></pre></pre> +<p>잠금 획득은 이제 비동기식 작업입니다, 잠금을 획득하지 못하면 런타임으로 돌아가게됩니다.<br /> +이전 시나리오로 돌아가면 다음과 같은 일이 발생합니다:</p> +<pre><code class="language-text"> Task A Task B + | + Acquires the lock + Starts `http_call` + Yields to runtime + | + +--------------+ + | + Tries to acquire the lock + Cannot acquire the lock + Yields to runtime + | + +--------------+ + | +`http_call` completes + Releases the lock + Yield to runtime + | + +--------------+ + | + Acquires the lock + [...] +</code></pre> +<p>문제 해결!</p> +<h3 id="멀티스레드는-당신을-구원하지-않습니다"><a class="header" href="#멀티스레드는-당신을-구원하지-않습니다">멀티스레드는 당신을 구원하지 않습니다</a></h3> +<p>이전 예제에서 실행 컨텍스트로 단일 스레드 런타임을 사용했지만, 멀티스레드 런타임을 사용할 때도 동일한 위험이 존재합니다. 차이점은 데드락을 생성하는 데 필요한 동시 작업의 수입니다: 단일 스레드 런타임에서는 2개의 작업이면 충분하고, 멀티스레드 런타임에서는 런타임 스레드 수를 <code>N</code>이라고 할 때 <code>N+1</code>개의 작업이 필요합니다.</p> +<h3 id="단점-1"><a class="header" href="#단점-1">단점</a></h3> +<p>비동기 인식 <code>Mutex</code>를 사용하면 성능이 저하됩니다.<br /> +잠금이 심각한 경합 상태에 있지 않다고 확신하고 <em>그리고</em> 양보 지점을 넘어 잠금을 유지하지 않도록 주의한다면 여전히 비동기 컨텍스트에서 <code>std::sync::Mutex</code>를 사용할 수 있습니다.</p> +<p>하지만 발생할 수 있는 위험과 성능상의 이점을 비교해보세요.</p> +<h2 id="기타-프리미티브"><a class="header" href="#기타-프리미티브">기타 프리미티브</a></h2> +<p>예시로 <code>Mutex</code>를 사용했지만 <code>RwLock</code>, 세마포어 등에도 동일하게 적용됩니다.<br /> +문제 위험을 최소화하려면 비동기 컨텍스트에서 작업할 때 비동기 버전을 선호하세요.</p> +<h2 id="예제-95"><a class="header" href="#예제-95">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/06_async_aware_primitives"><code>08_futures/06_async_aware_primitives</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="취소"><a class="header" href="#취소">취소</a></h1> +<p>보류 중인 퓨처가 삭제되면 어떻게 될까요?<br /> +런타임은 더 이상 폴링하지 않으므로 더 이상 진행되지 않습니다. 즉, 실행이 <strong>취소</strong>됩니다.</p> +<p>실제로는 타임아웃때 이런 일이 자주 발생합니다. 예시:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use tokio::time::timeout; +use tokio::sync::oneshot; +use std::time::Duration; + +async fn http_call() { + // [...] +} + +async fn run() { + // 10밀리초 후에 만료되도록 설정된 `Timeout`으로 퓨처를 래핑합니다. + let duration = Duration::from_millis(10); + if let Err(_) = timeout(duration, http_call()).await { + println!("Didn't receive a value within 10 ms"); + } +} +<span class="boring">}</span></code></pre></pre> +<p>제한 시간이 만료되면 <code>http_call</code>에 의해 반환된 퓨처가 취소됩니다. 이것이 <code>http_call</code>의 본문이라고 상상해 봅시다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>use std::net::TcpStream; + +async fn http_call() { + let (stream, _) = TcpStream::connect(/* */).await.unwrap(); + let request: Vec<u8> = /* */; + stream.write_all(&request).await.unwrap(); +} +<span class="boring">}</span></code></pre></pre> +<p>각 항복 지점은 <strong>취소 지점</strong>이 됩니다.<br /> +<code>http_call</code>은 런타임에 의해 선점될 수 없으므로 <code>.await</code>를 통해 실행자에게 제어권을 다시 넘겨준 후에만 폐기될 수 있습니다. 이는 재귀적으로 적용됩니다. <code>stream.write_all(&request)</code>는 구현 시 여러 양보 지점을 가질 가능성이 높습니다. <code>http_call</code>이 취소되기 전에 <em>partial</em> 요청을 푸시하여 연결이 끊어지고 본문 전송이 완료되지 않는 것을 볼 수 있습니다.</p> +<h2 id="뒷처리"><a class="header" href="#뒷처리">뒷처리</a></h2> +<p>Rust의 취소 메커니즘은 매우 강력합니다. 이를 통해 호출자는 작업 자체에서 어떤 형태의 협력도 필요 없이 진행 중인 작업을 취소할 수 있습니다.<br /> +동시에 이는 매우 위험할 수 있다. 작업을 중단하기 전에 일부 정리 작업이 수행되도록 <strong>정상적인 취소</strong>를 수행하는 것이 바람직할 수 있습니다.</p> +<p>예를 들어 SQL 트랜잭션에 대한 다음 가상 API를 생각해 보세요:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>async fn transfer_money( + connection: SqlConnection, + payer_id: u64, + payee_id: u64, + amount: u64 +) -> Result<(), anyhow::Error> { + let transaction = connection.begin_transaction().await?; + update_balance(payer_id, amount, &transaction).await?; + decrease_balance(payee_id, amount, &transaction).await?; + transaction.commit().await?; +} +<span class="boring">}</span></code></pre></pre> +<p>취소 시 보류 중인 트랜잭션을 그대로 두는 것보다 명시적으로 중단하는 것이 이상적입니다. 안타깝게도 Rust는 이러한 종류의 <strong>비동기</strong> 뒷처리 작업에 대한 완벽한 메커니즘을 제공하지 않습니다.</p> +<p>가장 일반적인 전략은 <code>Drop</code> 트레잇을 사용하여 필요한 뒷처리 작업을 예약하는 것입니다. 이는 다음과 같이 할 수 있습니다:</p> +<ul> +<li>런타임에 새 작업 생성</li> +<li>채널의 대기열에 메시지 추가</li> +<li>백그라운드 스레드 생성</li> +</ul> +<p>최적의 선택은 상황에 따라 다릅니다.</p> +<h2 id="생성된-작업-취소"><a class="header" href="#생성된-작업-취소">생성된 작업 취소</a></h2> +<p><code>tokio::spawn</code>으로 작업을 생성하면 해당 작업을 더 이상 버릴 수 없으며, 그것은 런타임에 속합니다. 그럼에도 불구하고, 필요한 경우 <code>JoinHandle</code>을 사용하여 작업을 취소할 수 있습니다:</p> +<pre><pre class="playground"><code class="language-rust"><span class="boring">#![allow(unused)] +</span><span class="boring">fn main() { +</span>async fn run() { + let handle = tokio::spawn(/* 비동기 작업 */); + // 생성된 작업 취소 + handle.abort(); +} +<span class="boring">}</span></code></pre></pre> +<h2 id="읽을거리-14"><a class="header" href="#읽을거리-14">읽을거리</a></h2> +<ul> +<li>두 개의 서로 다른 퓨처를 "경쟁"하기 위해 <code>tokio</code>의 <code>select!</code> 매크로를 사용할 때는 매우 주의하십시오. <strong>취소 안전</strong>을 보장할 수 없다면 루프에서 동일한 작업을 다시 시도하는 것은 위험합니다. 자세한 내용은 <a href="https://tokio.rs/tokio/tutorial/select"><code>select!</code> 문서</a>를 확인하세요.<br /> +두 개의 비동기 데이터 스트림(예: 소켓 및 채널)을 인터리브해야 하는 경우 <a href="https://docs.rs/tokio-stream/latest/tokio_stream/trait.StreamExt.html#method.merge"><code>StreamExt::merge</code></a>를 대신 사용하는 것이 좋습니다.</li> +<li>"갑작스러운" 취소보다는 <a href="https://docs.rs/tokio-util/latest/tokio_util/sync/struct.CancellationToken.html"><code>CancellationToken</code></a>을 사용하는 것이 더 나을 수 있습니다.</li> +</ul> +<h2 id="예제-96"><a class="header" href="#예제-96">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/07_cancellation"><code>08_futures/07_cancellation</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="마무리-3"><a class="header" href="#마무리-3">마무리</a></h1> +<p>Rust의 비동기 모델은 매우 강력하지만 추가적인 복잡성을 초래합니다. 도구를 알아가는 데 시간을 투자하세요. <code>tokio</code>의 문서를 자세히 살펴보고 문서를 최대한 활용하기 위해 기본 요소에 익숙해지세요.</p> +<p>또한 Rust의 비동기 스토리를 간소화하고 "완성"하기 위해 언어 및 <code>std</code> 수준에서 지속적인 작업이 진행 중이라는 점을 명심하세요. 이러한 누락된 부분으로 인해 일상적인 작업에서 약간 매끄럽지 않은 부분이 있을 수 있습니다.</p> +<p>거의 고통 없는 비동기 환경을 위한 몇 가지 권장 사항:</p> +<ul> +<li><strong>런타임을 선택하고 이를 고수하세요.</strong><br /> +일부 기본 요소(예: 타이머, I/O)는 런타임 전반에 걸쳐 이식 가능하지 않습니다. 런타임을 혼합하려고 하면 문제가 발생할 수 있습니다. 런타임에 구애받지 않는 코드를 작성하려고 하면 코드베이스의 복잡성이 크게 증가할 수 있습니다. 가능하다면 피하세요.</li> +<li><strong>안정적인 <code>Stream</code>/<code>AsyncIterator</code> 인터페이스는 아직 없습니다.</strong><br /> +<code>AsyncIterator</code>는 개념적으로 새 항목을 비동기적으로 생성하는 반복자입니다. 디자인 작업이 진행 중이지만 (아직) 합의가 이루어지지 않았습니다. <code>tokio</code>를 사용하는 경우 기본 인터페이스로 <a href="https://docs.rs/tokio-stream/latest/tokio_stream/"><code>tokio_stream</code></a>을 참조하세요.</li> +<li><strong>버퍼링에 주의하세요.</strong><br /> +미묘한 버그의 원인이 되는 경우가 많습니다. 자세한 내용은 <a href="https://rust-lang.github.io/wg-async/vision/submitted_stories/status_quo/barbara_battles_buffered_streams.html">"Barbara battles buffered streams"</a>를 확인하세요.</li> +<li><strong>비동기 작업에는 범위가 지정된 스레드와 동등한 것이 없습니다</strong>.<br /> +자세한 내용은 <a href="https://without.boats/blog/the-scoped-task-trilemma/">"The scoped task trilemma"</a>를 확인하세요.</li> +</ul> +<p>이러한 주의 사항에 겁먹지 마세요: 비동기식 Rust는 <em>엄청난</em> 규모(예: AWS, Meta)에서 기반 서비스를 위해 효과적으로 사용되고있습니다.<br /> +Rust로 네트워크 애플리케이션을 구축할 계획이라면 이를 마스터해야 합니다.</p> +<h2 id="예제-97"><a class="header" href="#예제-97">예제</a></h2> +<p>이 섹션의 예제는 <a href="https://github.com/mainmatter/100-exercises-to-learn-rust/tree/main/exercises/08_futures/08_outro"><code>08_futures/08_outro</code></a>에 있습니다</p> +<div style="break-before: page; page-break-before: always;"></div><h1 id="에필로그"><a class="header" href="#에필로그">에필로그</a></h1> +<p>Rust 투어는 여기서 끝납니다.<br /> +상당히 광범위했지만 결코 철저하지는 않았습니다. Rust는 표면적이 넓고 생태계도 훨씬 더 큰 언어입니다!<br /> +하지만 겁먹지 마세요. <strong>모든 것을 배울 필요는 없습니다</strong>. <strong>프로젝트 작업</strong> 중에 도메인(백엔드, 임베디드, CLI, GUI 등)에서 효율성을 높이는 데 필요한 것이라면 무엇이든 사용하게될겁니다.</p> +<p>결국 지름길은 없습니다. 어떤 일을 잘하고 싶다면 계속해서 그 일을 해야 합니다. 이 코스 전반에 걸쳐 여러분은 언어와 그 구문이 손에 익을 만큼 충분한 양의 Rust를 작성했습니다. "자신의 것"이라고 느끼려면 훨씬 더 많은 코드를 작성해야겠지만, 계속 연습하면 그 순간은 눈 깜빡할 사이에 찾아올겁니다.</p> +<h2 id="더-나아가"><a class="header" href="#더-나아가">더 나아가</a></h2> +<p>Rust와 함께하는 여정에서 앞으로 나아갈 때 유용할 수 있는 추가 리소스에 대한 몇 가지 지침으로 마무리하겠습니다.</p> +<h3 id="연습문제"><a class="header" href="#연습문제">연습문제</a></h3> +<p>Rust를 연습하기 위한 더 많은 연습문제는 <a href="https://github.com/rust-lang/rustlings"><code>rustlings</code></a> 프로젝트와 <a href="https://exercism.io">exercism.io</a>의 Rust 트랙에서 찾을 수 있습니다.</p> +<h3 id="입문-자료"><a class="header" href="#입문-자료">입문 자료</a></h3> +<p>이 과정에서 다룬 개념에 대해 다른 관점을 찾고 있다면 <a href="https://doc.rust-lang.org/book/title-page.html">the Rust book</a>과 <a href="https://www.oreilly.com/library/view/programming-rust-2nd/9781492052586/">"Programming Rust"</a>를 확인해보세요. 정확히 같은 주제를 다루지는 않기 때문에 새로운 것을 반드시 배우게 될 것입니다. Rust는 매우 넓은 영역을 다루고 있습니다!</p> +<h3 id="고급-자료"><a class="header" href="#고급-자료">고급 자료</a></h3> +<p>언어에 대해 더 깊이 알고 싶다면 <a href="https://doc.rust-lang.org/nomicon/">Rustonomicon</a>과 <a href="https://nostarch.com/rust-rustaceans">"Rust for Rustaceans"</a>를 참조하세요.<br /> +<a href="https://www.youtube.com/playlist?list=PLqbS7AVVErFirH9armw8yXlE6dacF-A6z">"Decrusted" series</a> 시리즈는 가장 인기 있는 Rust 라이브러리의 내부에 대해 자세히 알아볼 수 있는 또 다른 훌륭한 리소스입니다.</p> +<h3 id="도메인별-자료"><a class="header" href="#도메인별-자료">도메인별 자료</a></h3> +<p>백엔드 개발에 Rust를 사용하고 싶다면 <a href="https://zero2prod.com">"Zero to Production in Rust"</a>를 확인하세요.<br /> +임베디드 개발에 Rust를 사용하고 싶다면 <a href="https://docs.rust-embedded.org/book/">Embedded Rust book</a>을 확인해 보세요.</p> +<h3 id="마스터클래스"><a class="header" href="#마스터클래스">마스터클래스</a></h3> +<p>그런 다음 도메인 전반에 걸친 주요 주제에 대한 리소스를 찾을 수 있습니다.<br /> +테스트에 대해서는 <a href="https://github.com/mainmatter/rust-advanced-testing-workshop">"Advanced testing, going beyond the basics"</a>를 참고하세요.<br /> +원격 측정의 경우 <a href="https://github.com/mainmatter/rust-telemetry-workshop">"You can't fix what you can't see"</a>를 확인하세요.</p> + + </main> + + <nav class="nav-wrapper" aria-label="Page navigation"> + <!-- Mobile navigation buttons --> + + + <div style="clear: both"></div> + </nav> + </div> + </div> + + <nav class="nav-wide-wrapper" aria-label="Page navigation"> + + </nav> + + </div> + + + + + <script> + window.playground_copyable = true; + </script> + + + <script src="elasticlunr.min.js"></script> + <script src="mark.min.js"></script> + <script src="searcher.js"></script> + + <script src="clipboard.min.js"></script> + <script src="highlight.js"></script> + <script src="book.js"></script> + + <!-- Custom JS scripts --> + + <script> + window.addEventListener('load', function() { + window.setTimeout(window.print, 100); + }); + </script> + + </div> + </body> +</html> diff --git a/ko/searcher.js b/ko/searcher.js new file mode 100644 index 0000000000000000000000000000000000000000..dc03e0a02df3e94922f7715ddfc58943355c8635 --- /dev/null +++ b/ko/searcher.js @@ -0,0 +1,483 @@ +"use strict"; +window.search = window.search || {}; +(function search(search) { + // Search functionality + // + // You can use !hasFocus() to prevent keyhandling in your key + // event handlers while the user is typing their search. + + if (!Mark || !elasticlunr) { + return; + } + + //IE 11 Compatibility from https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/startsWith + if (!String.prototype.startsWith) { + String.prototype.startsWith = function(search, pos) { + return this.substr(!pos || pos < 0 ? 0 : +pos, search.length) === search; + }; + } + + var search_wrap = document.getElementById('search-wrapper'), + searchbar = document.getElementById('searchbar'), + searchbar_outer = document.getElementById('searchbar-outer'), + searchresults = document.getElementById('searchresults'), + searchresults_outer = document.getElementById('searchresults-outer'), + searchresults_header = document.getElementById('searchresults-header'), + searchicon = document.getElementById('search-toggle'), + content = document.getElementById('content'), + + searchindex = null, + doc_urls = [], + results_options = { + teaser_word_count: 30, + limit_results: 30, + }, + search_options = { + bool: "AND", + expand: true, + fields: { + title: {boost: 1}, + body: {boost: 1}, + breadcrumbs: {boost: 0} + } + }, + mark_exclude = [], + marker = new Mark(content), + current_searchterm = "", + URL_SEARCH_PARAM = 'search', + URL_MARK_PARAM = 'highlight', + teaser_count = 0, + + SEARCH_HOTKEY_KEYCODE = 83, + ESCAPE_KEYCODE = 27, + DOWN_KEYCODE = 40, + UP_KEYCODE = 38, + SELECT_KEYCODE = 13; + + function hasFocus() { + return searchbar === document.activeElement; + } + + function removeChildren(elem) { + while (elem.firstChild) { + elem.removeChild(elem.firstChild); + } + } + + // Helper to parse a url into its building blocks. + function parseURL(url) { + var a = document.createElement('a'); + a.href = url; + return { + source: url, + protocol: a.protocol.replace(':',''), + host: a.hostname, + port: a.port, + params: (function(){ + var ret = {}; + var seg = a.search.replace(/^\?/,'').split('&'); + var len = seg.length, i = 0, s; + for (;i<len;i++) { + if (!seg[i]) { continue; } + s = seg[i].split('='); + ret[s[0]] = s[1]; + } + return ret; + })(), + file: (a.pathname.match(/\/([^/?#]+)$/i) || [,''])[1], + hash: a.hash.replace('#',''), + path: a.pathname.replace(/^([^/])/,'/$1') + }; + } + + // Helper to recreate a url string from its building blocks. + function renderURL(urlobject) { + var url = urlobject.protocol + "://" + urlobject.host; + if (urlobject.port != "") { + url += ":" + urlobject.port; + } + url += urlobject.path; + var joiner = "?"; + for(var prop in urlobject.params) { + if(urlobject.params.hasOwnProperty(prop)) { + url += joiner + prop + "=" + urlobject.params[prop]; + joiner = "&"; + } + } + if (urlobject.hash != "") { + url += "#" + urlobject.hash; + } + return url; + } + + // Helper to escape html special chars for displaying the teasers + var escapeHTML = (function() { + var MAP = { + '&': '&', + '<': '<', + '>': '>', + '"': '"', + "'": ''' + }; + var repl = function(c) { return MAP[c]; }; + return function(s) { + return s.replace(/[&<>'"]/g, repl); + }; + })(); + + function formatSearchMetric(count, searchterm) { + if (count == 1) { + return count + " search result for '" + searchterm + "':"; + } else if (count == 0) { + return "No search results for '" + searchterm + "'."; + } else { + return count + " search results for '" + searchterm + "':"; + } + } + + function formatSearchResult(result, searchterms) { + var teaser = makeTeaser(escapeHTML(result.doc.body), searchterms); + teaser_count++; + + // The ?URL_MARK_PARAM= parameter belongs inbetween the page and the #heading-anchor + var url = doc_urls[result.ref].split("#"); + if (url.length == 1) { // no anchor found + url.push(""); + } + + // encodeURIComponent escapes all chars that could allow an XSS except + // for '. Due to that we also manually replace ' with its url-encoded + // representation (%27). + var searchterms = encodeURIComponent(searchterms.join(" ")).replace(/\'/g, "%27"); + + return '<a href="' + path_to_root + url[0] + '?' + URL_MARK_PARAM + '=' + searchterms + '#' + url[1] + + '" aria-details="teaser_' + teaser_count + '">' + result.doc.breadcrumbs + '</a>' + + '<span class="teaser" id="teaser_' + teaser_count + '" aria-label="Search Result Teaser">' + + teaser + '</span>'; + } + + function makeTeaser(body, searchterms) { + // The strategy is as follows: + // First, assign a value to each word in the document: + // Words that correspond to search terms (stemmer aware): 40 + // Normal words: 2 + // First word in a sentence: 8 + // Then use a sliding window with a constant number of words and count the + // sum of the values of the words within the window. Then use the window that got the + // maximum sum. If there are multiple maximas, then get the last one. + // Enclose the terms in <em>. + var stemmed_searchterms = searchterms.map(function(w) { + return elasticlunr.stemmer(w.toLowerCase()); + }); + var searchterm_weight = 40; + var weighted = []; // contains elements of ["word", weight, index_in_document] + // split in sentences, then words + var sentences = body.toLowerCase().split('. '); + var index = 0; + var value = 0; + var searchterm_found = false; + for (var sentenceindex in sentences) { + var words = sentences[sentenceindex].split(' '); + value = 8; + for (var wordindex in words) { + var word = words[wordindex]; + if (word.length > 0) { + for (var searchtermindex in stemmed_searchterms) { + if (elasticlunr.stemmer(word).startsWith(stemmed_searchterms[searchtermindex])) { + value = searchterm_weight; + searchterm_found = true; + } + }; + weighted.push([word, value, index]); + value = 2; + } + index += word.length; + index += 1; // ' ' or '.' if last word in sentence + }; + index += 1; // because we split at a two-char boundary '. ' + }; + + if (weighted.length == 0) { + return body; + } + + var window_weight = []; + var window_size = Math.min(weighted.length, results_options.teaser_word_count); + + var cur_sum = 0; + for (var wordindex = 0; wordindex < window_size; wordindex++) { + cur_sum += weighted[wordindex][1]; + }; + window_weight.push(cur_sum); + for (var wordindex = 0; wordindex < weighted.length - window_size; wordindex++) { + cur_sum -= weighted[wordindex][1]; + cur_sum += weighted[wordindex + window_size][1]; + window_weight.push(cur_sum); + }; + + if (searchterm_found) { + var max_sum = 0; + var max_sum_window_index = 0; + // backwards + for (var i = window_weight.length - 1; i >= 0; i--) { + if (window_weight[i] > max_sum) { + max_sum = window_weight[i]; + max_sum_window_index = i; + } + }; + } else { + max_sum_window_index = 0; + } + + // add <em/> around searchterms + var teaser_split = []; + var index = weighted[max_sum_window_index][2]; + for (var i = max_sum_window_index; i < max_sum_window_index+window_size; i++) { + var word = weighted[i]; + if (index < word[2]) { + // missing text from index to start of `word` + teaser_split.push(body.substring(index, word[2])); + index = word[2]; + } + if (word[1] == searchterm_weight) { + teaser_split.push("<em>") + } + index = word[2] + word[0].length; + teaser_split.push(body.substring(word[2], index)); + if (word[1] == searchterm_weight) { + teaser_split.push("</em>") + } + }; + + return teaser_split.join(''); + } + + function init(config) { + results_options = config.results_options; + search_options = config.search_options; + searchbar_outer = config.searchbar_outer; + doc_urls = config.doc_urls; + searchindex = elasticlunr.Index.load(config.index); + + // Set up events + searchicon.addEventListener('click', function(e) { searchIconClickHandler(); }, false); + searchbar.addEventListener('keyup', function(e) { searchbarKeyUpHandler(); }, false); + document.addEventListener('keydown', function(e) { globalKeyHandler(e); }, false); + // If the user uses the browser buttons, do the same as if a reload happened + window.onpopstate = function(e) { doSearchOrMarkFromUrl(); }; + // Suppress "submit" events so the page doesn't reload when the user presses Enter + document.addEventListener('submit', function(e) { e.preventDefault(); }, false); + + // If reloaded, do the search or mark again, depending on the current url parameters + doSearchOrMarkFromUrl(); + } + + function unfocusSearchbar() { + // hacky, but just focusing a div only works once + var tmp = document.createElement('input'); + tmp.setAttribute('style', 'position: absolute; opacity: 0;'); + searchicon.appendChild(tmp); + tmp.focus(); + tmp.remove(); + } + + // On reload or browser history backwards/forwards events, parse the url and do search or mark + function doSearchOrMarkFromUrl() { + // Check current URL for search request + var url = parseURL(window.location.href); + if (url.params.hasOwnProperty(URL_SEARCH_PARAM) + && url.params[URL_SEARCH_PARAM] != "") { + showSearch(true); + searchbar.value = decodeURIComponent( + (url.params[URL_SEARCH_PARAM]+'').replace(/\+/g, '%20')); + searchbarKeyUpHandler(); // -> doSearch() + } else { + showSearch(false); + } + + if (url.params.hasOwnProperty(URL_MARK_PARAM)) { + var words = decodeURIComponent(url.params[URL_MARK_PARAM]).split(' '); + marker.mark(words, { + exclude: mark_exclude + }); + + var markers = document.querySelectorAll("mark"); + function hide() { + for (var i = 0; i < markers.length; i++) { + markers[i].classList.add("fade-out"); + window.setTimeout(function(e) { marker.unmark(); }, 300); + } + } + for (var i = 0; i < markers.length; i++) { + markers[i].addEventListener('click', hide); + } + } + } + + // Eventhandler for keyevents on `document` + function globalKeyHandler(e) { + if (e.altKey || e.ctrlKey || e.metaKey || e.shiftKey || e.target.type === 'textarea' || e.target.type === 'text' || !hasFocus() && /^(?:input|select|textarea)$/i.test(e.target.nodeName)) { return; } + + if (e.keyCode === ESCAPE_KEYCODE) { + e.preventDefault(); + searchbar.classList.remove("active"); + setSearchUrlParameters("", + (searchbar.value.trim() !== "") ? "push" : "replace"); + if (hasFocus()) { + unfocusSearchbar(); + } + showSearch(false); + marker.unmark(); + } else if (!hasFocus() && e.keyCode === SEARCH_HOTKEY_KEYCODE) { + e.preventDefault(); + showSearch(true); + window.scrollTo(0, 0); + searchbar.select(); + } else if (hasFocus() && e.keyCode === DOWN_KEYCODE) { + e.preventDefault(); + unfocusSearchbar(); + searchresults.firstElementChild.classList.add("focus"); + } else if (!hasFocus() && (e.keyCode === DOWN_KEYCODE + || e.keyCode === UP_KEYCODE + || e.keyCode === SELECT_KEYCODE)) { + // not `:focus` because browser does annoying scrolling + var focused = searchresults.querySelector("li.focus"); + if (!focused) return; + e.preventDefault(); + if (e.keyCode === DOWN_KEYCODE) { + var next = focused.nextElementSibling; + if (next) { + focused.classList.remove("focus"); + next.classList.add("focus"); + } + } else if (e.keyCode === UP_KEYCODE) { + focused.classList.remove("focus"); + var prev = focused.previousElementSibling; + if (prev) { + prev.classList.add("focus"); + } else { + searchbar.select(); + } + } else { // SELECT_KEYCODE + window.location.assign(focused.querySelector('a')); + } + } + } + + function showSearch(yes) { + if (yes) { + search_wrap.classList.remove('hidden'); + searchicon.setAttribute('aria-expanded', 'true'); + } else { + search_wrap.classList.add('hidden'); + searchicon.setAttribute('aria-expanded', 'false'); + var results = searchresults.children; + for (var i = 0; i < results.length; i++) { + results[i].classList.remove("focus"); + } + } + } + + function showResults(yes) { + if (yes) { + searchresults_outer.classList.remove('hidden'); + } else { + searchresults_outer.classList.add('hidden'); + } + } + + // Eventhandler for search icon + function searchIconClickHandler() { + if (search_wrap.classList.contains('hidden')) { + showSearch(true); + window.scrollTo(0, 0); + searchbar.select(); + } else { + showSearch(false); + } + } + + // Eventhandler for keyevents while the searchbar is focused + function searchbarKeyUpHandler() { + var searchterm = searchbar.value.trim(); + if (searchterm != "") { + searchbar.classList.add("active"); + doSearch(searchterm); + } else { + searchbar.classList.remove("active"); + showResults(false); + removeChildren(searchresults); + } + + setSearchUrlParameters(searchterm, "push_if_new_search_else_replace"); + + // Remove marks + marker.unmark(); + } + + // Update current url with ?URL_SEARCH_PARAM= parameter, remove ?URL_MARK_PARAM and #heading-anchor . + // `action` can be one of "push", "replace", "push_if_new_search_else_replace" + // and replaces or pushes a new browser history item. + // "push_if_new_search_else_replace" pushes if there is no `?URL_SEARCH_PARAM=abc` yet. + function setSearchUrlParameters(searchterm, action) { + var url = parseURL(window.location.href); + var first_search = ! url.params.hasOwnProperty(URL_SEARCH_PARAM); + if (searchterm != "" || action == "push_if_new_search_else_replace") { + url.params[URL_SEARCH_PARAM] = searchterm; + delete url.params[URL_MARK_PARAM]; + url.hash = ""; + } else { + delete url.params[URL_MARK_PARAM]; + delete url.params[URL_SEARCH_PARAM]; + } + // A new search will also add a new history item, so the user can go back + // to the page prior to searching. A updated search term will only replace + // the url. + if (action == "push" || (action == "push_if_new_search_else_replace" && first_search) ) { + history.pushState({}, document.title, renderURL(url)); + } else if (action == "replace" || (action == "push_if_new_search_else_replace" && !first_search) ) { + history.replaceState({}, document.title, renderURL(url)); + } + } + + function doSearch(searchterm) { + + // Don't search the same twice + if (current_searchterm == searchterm) { return; } + else { current_searchterm = searchterm; } + + if (searchindex == null) { return; } + + // Do the actual search + var results = searchindex.search(searchterm, search_options); + var resultcount = Math.min(results.length, results_options.limit_results); + + // Display search metrics + searchresults_header.innerText = formatSearchMetric(resultcount, searchterm); + + // Clear and insert results + var searchterms = searchterm.split(' '); + removeChildren(searchresults); + for(var i = 0; i < resultcount ; i++){ + var resultElem = document.createElement('li'); + resultElem.innerHTML = formatSearchResult(results[i], searchterms); + searchresults.appendChild(resultElem); + } + + // Display results + showResults(true); + } + + fetch(path_to_root + 'searchindex.json') + .then(response => response.json()) + .then(json => init(json)) + .catch(error => { // Try to load searchindex.js if fetch failed + var script = document.createElement('script'); + script.src = path_to_root + 'searchindex.js'; + script.onload = () => init(window.search); + document.head.appendChild(script); + }); + + // Exported functions + search.hasFocus = hasFocus; +})(window.search); diff --git a/ko/searchindex.js b/ko/searchindex.js new file mode 100644 index 0000000000000000000000000000000000000000..f20b14775bb0fd034cca4bc5082f684ad9eb44d5 --- /dev/null +++ b/ko/searchindex.js @@ -0,0 +1 @@ +Object.assign(window.search, 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배우기 위한 100가지 연습 에 오신 것을 환영합니다! 이 코스에서는 Rust의 핵심 개념을 한 번에 하나씩 연습해 볼 것입니다. Rust의 문법, Trait 시스템, 표준 라이브러리와 생태계에 대해 배우게 됩니다. 우리는 당신이 Rust에 대한 사전 지식이 없지만, 적어도 다른 프로그래밍 언어 하나는 알고 있다고 가정합니다. 그리고 시스템 프로그래밍이나 메모리 관리에 대한 사전 지식을 가지고있다고 가정합니다. 이 코스에서 앞선 주제들을 다루어 볼것입니다. 즉, 처음부터 다시 시작하는 것입니다! 작고 관리 가능한 단계를 통해 Rust 지식을 쌓을 수 있습니다. 과정이 끝나면 중소 규모의 Rust 프로젝트에서 편안하게 작업할 수 있을 만큼 약 100개의 연습 문제를 풀게 됩니다.","breadcrumbs":"환영합니다 » 환영합니다","id":"0","title":"환영합니다"},"1":{"body":"이 과정은 \"실행을 통해 학습\" 원칙을 기반으로 합니다. 대화형 및 실습형으로 설계되었습니다. Mainmatter 는 4일에 걸친 교육환경에서 제공되도록 이 코스를 만들었습니다. 각 참석자는 자신만의 페이스로, 숙련된 강사의 지도를 받으며, 질문에 답하고, 필요에 따라 주제에 대해 더 깊이 파고들며 수업을 진행합니다. 교육 세션에 참여하고 싶거나 이 교육 과정을 회사에 도입하고 싶다면 연락해 주세요. 스스로 과정을 따라갈 수도 있지만, 막히는 경우 과정을 진행하는 데 도움을 줄 수 있는 친구나 멘토를 찾는 것이 좋습니다. 깃헙 리포지토리의 solutions 브랜치 에서 모든 연습에 대한 솔루션을 찾을 수도 있습니다.","breadcrumbs":"환영합니다 » 방법론","id":"1","title":"방법론"},"10":{"body":"함수의 마지막 표현식은 암시적으로 반환됩니다: fn greeting() -> &'static str { // This is the last expression in the function // Therefore its value is returned by `greeting` \"I'm ready to learn Rust!\"\n} 중간에 값을 반환하려면 return 키워드를 사용할 수도 있습니다: fn greeting() -> &'static str { // Notice the semicolon at the end of the line! return \"I'm ready to learn Rust!\";\n} 가능하면 'return' 키워드를 생략하는 것이 관용적입니다.","breadcrumbs":"Welcome » 문법 » 반환 값","id":"10","title":"반환 값"},"100":{"body":"모듈은 중첩되어 트리 구조를 형성할 수 있습니다. 트리의 루트는 다른 모든 모듈을 포함하는 최상위 모듈인 크레이트 자체입니다. 라이브러리 크레이트의 경우 루트 모듈은 일반적으로 src/lib.rs입니다(위치가 사용자 정의 되지 않은 경우). 루트 모듈은 크레이트 루트 라고도 합니다. 크레이트 루트에는 하위 모듈이 있을 수 있으며, 이 하위 모듈은 자체 하위 모듈을 가질 수도 있습니다.","breadcrumbs":"Ticket v1 » 모듈 » 모듈 트리","id":"100","title":"모듈 트리"},"101":{"body":"인라인 모듈은 작은 코드 조각에 유용하지만 프로젝트가 커지면 코드를 여러 파일로 분할하고 싶을 것입니다. 상위 모듈에서는 mod 키워드를 사용하여 하위 모듈의 존재를 선언합니다. mod dog; Rust의 빌드 도구인 cargo는 모듈 구현이 포함된 파일을 찾는 일을 담당합니다. 모듈이 크레이트 루트(예: src/lib.rs 또는 src/main.rs)에 선언된 경우 cargo는 파일 이름이 다음 중 하나로 지정될 것으로 예상합니다: src/<module_name>.rs src/<module_name>/mod.rs 모듈이 다른 모듈의 하위 모듈인 경우 파일 이름은 다음과 같아야 합니다: [..]/<parent_module>/<module_name>.rs [..]/<parent_module>/<module_name>/mod.rs 예: dog가 animals의 하위 모듈인 경우 src/animals/dog.rs 또는 src/animals/dog/mod.rs. IDE는 mod 키워드를 사용하여 새 모듈을 선언할 때 이러한 파일을 자동으로 생성하는 데 도움이 될 수 있습니다.","breadcrumbs":"Ticket v1 » 모듈 » 외부 모듈과 파일 시스템","id":"101","title":"외부 모듈과 파일 시스템"},"102":{"body":"특별한 문법 없이 동일한 모듈에 정의된 항목에 액세스할 수 있습니다. 항목들의 이름을 사용하면 됩니다. struct Ticket { // [...]\n} // 여기서는 `Ticket`을 어떤 식으로든 정해줄 필요가 없습니다.\n// 왜냐하면 우리는 동일한 모듈에 있기 때문입니다.\nfn mark_ticket_as_done(ticket: Ticket) { // [...]\n} 다른 모듈에서 엔터티에 액세스하려는 경우에는 그렇지 않습니다. 액세스하려는 엔터티를 가리키는 경로 를 사용해야 합니다. 다양한 방법으로 경로를 구성할 수 있습니다: 현재 크레이트의 루트부터 시작합니다. 예: crate::module_1::module_2::MyStruct 상위 모듈에서 시작합니다. 예: super::my_function 현재 모듈에서 시작합니다. 예: sub_module_1::MyStruct 타입을 참조할 때마다 전체 경로를 작성해야 하는 것은 번거로울 수 있습니다. 인생을 더 쉽게 만들기 위해 use 문을 사용해 엔터티를 스코프로 가져올 수 있습니다. // `MyStruct`를 스코프로 가져옵니다.\nuse crate::module_1::module_2::MyStruct; // 이제 `MyStruct`를 직접 참조할 수 있습니다.\nfn a_function(s: MyStruct) { // [...]\n}","breadcrumbs":"Ticket v1 » 모듈 » 아이템 경로와 use 문","id":"102","title":"아이템 경로와 use 문"},"103":{"body":"단일 use 문을 사용하여 모듈의 모든 항목을 가져올 수도 있습니다. use crate::module_1::module_2::*; 이것을 별표 임포트 라고 합니다. 일반적으로 현재 네임스페이스를 오염시킬 수 있어 각 이름이 어디에서 왔는지 이해하기 어렵게 만들고 잠재적으로 이름 충돌을 일으킬 수 있기 때문에 권장되지 않습니다. 그럼에도 불구하고, 유닛 테스트를 작성할 때처럼 유용한 경우가 있습니다. 대부분의 테스트 모듈이 use super::*; 문으로 시작하여 부모 모듈(테스트 중인 모듈)의 모든 항목을 스코프에 가져오는 것을 눈치챘을 겁입니다.","breadcrumbs":"Ticket v1 » 모듈 » 별표 임포트","id":"103","title":"별표 임포트"},"104":{"body":"이 섹션의 예제는 03_ticket_v1/03_modules 에 있습니다","breadcrumbs":"Ticket v1 » 모듈 » 예제","id":"104","title":"예제"},"105":{"body":"코드를 여러 모듈로 나누기 시작할 때 가시성 에 대해 생각해야 합니다. 가시성은 구조체, 함수, 필드 등 특정 엔터티에 액세스할 수 있는 코드(또는 다른 사람의 코드) 영역을 결정합니다.","breadcrumbs":"Ticket v1 » 가시성 » 가시성","id":"105","title":"가시성"},"106":{"body":"기본적으로 Rust의 모든 것은 비공개 입니다. 프라이빗 엔터티에는 다음 경우에만 액세스할 수 있습니다: 정의된 동일한 모듈 내에서 또는 하위 모듈 중 하나에 의해 이전 예제에서는 이를 광범위하게 사용했습니다: create_todo_ticket이 작동했습니다(use 문을 추가한 후). helpers는 Ticket이 정의된 크레이트 루트의 하위 모듈이기 때문입니다. 따라서 create_todo_ticket은 Ticket이 비공개인 경우에도 문제 없이 Ticket에 액세스할 수 있습니다. 모든 단위 테스트는 테스트 중인 코드의 하위 모듈에 정의되어 있으므로 제한 없이 모든 것에 액세스할 수 있습니다.","breadcrumbs":"Ticket v1 » 가시성 » 기본적으로 비공개","id":"106","title":"기본적으로 비공개"},"107":{"body":"가시성 수정자 를 사용하여 엔터티의 기본 가시성을 수정할 수 있습니다. 몇 가지 일반적인 가시성 수정자는 다음과 같습니다: pub: 엔터티를 공개 로 만듭니다. 즉, 엔터티가 정의된 모듈 외부, 잠재적으로 다른 크레이트에서 액세스할 수 있습니다. pub(crate): 동일한 크레이트 내에서 엔터티를 공개하지만 외부에서는 공개하지 않습니다. pub(super): 상위 모듈 내에서 엔터티를 공개합니다. pub(in path::to::module): 지정된 모듈 내에서 엔터티를 공개합니다. 모듈, 구조체, 함수, 필드 등에 이러한 수정자를 사용할 수 있습니다. 예를 들면 다음과 같습니다: pub struct Configuration { pub(crate) version: u32, active: bool,\n} Configuration은 공개되지만 동일한 크레이트 내에서는 version 필드에만 액세스할 수 있습니다. 대신 active 필드는 비공개이며 동일한 모듈이나 해당 하위 모듈 중 하나에서만 액세스할 수 있습니다.","breadcrumbs":"Ticket v1 » 가시성 » 가시성 수정자","id":"107","title":"가시성 수정자"},"108":{"body":"이 섹션의 예제는 03_ticket_v1/04_visibility 에 있습니다","breadcrumbs":"Ticket v1 » 가시성 » 예제","id":"108","title":"예제"},"109":{"body":"이제 모듈과 가시성에 대한 기본적인 이해를 마쳤으므로 다시 캡슐화 로 돌아가겠습니다. 캡슐화는 객체의 내부 표현을 숨기는 방법입니다. 객체의 상태에 일부 불변성 을 적용하는 데 가장 일반적으로 사용됩니다. Ticket 구조체로 돌아가면: struct Ticket { title: String, description: String, status: String,\n} 모든 필드가 공개되면 캡슐화되지 않습니다. 필드는 언제든지 수정될 수 있고 해당 유형에서 허용되는 값으로 설정될 수 있다고 가정해야 합니다. 티켓의 제목이 비어 있거나 의미가 없는 상태일 수 있다는 점을 배제할 수 없습니다. 더 엄격한 규칙을 적용하려면 필드를 비공개로 유지해야 합니다 [1] . 그런 다음 Ticket 인스턴스와 상호 작용하는 공개 메서드를 제공할 수 있습니다. 이러한 공개 메소드는 우리의 불변성을 유지하는 책임을 갖습니다(예: 제목은 비어 있으면 안 됩니다). 모든 필드가 비공개인 경우 더 이상 구조체 인스턴스화 구문을 사용하여 'Ticket' 인스턴스를 직접 생성할 수 없습니다: // 이것은 작동하지 않습니다!\nlet ticket = Ticket { title: \"Build a ticket system\".into(), description: \"Create a system that can manage tickets across a Kanban board\".into(), status: \"Open\".into()\n}; 가시성에 대한 이전 연습에서 이 내용을 확인했습니다. 이제 하나 이상의 공개 생성자 를 제공해야 합니다. 구조체의 새 인스턴스를 생성하기 위해 모듈 외부에서 사용할 수 있는 정적 메서드 또는 함수. 운 좋게도 이전 연습에서 구현한 Ticket::new가 이미 있습니다.","breadcrumbs":"Ticket v1 » 캡슐화 » 캡슐화","id":"109","title":"캡슐화"},"11":{"body":"입력 매개변수는 함수 이름 뒤에 오는 괄호 '()' 안에 선언됩니다. 각 매개변수는 이름: 타입 모양으로 선언됩니다. 예를 들어, 아래 greet 함수는 &str 타입(\"문자열 슬라이스\")의 name 매개변수를 사용합니다: // An input parameter\n// 👇\nfn greet(name: &str) -> String { format!(\"Hello, {}!\", name)\n} 입력 매개변수가 여러 개인 경우 쉼표로 구분해야 합니다.","breadcrumbs":"Welcome » 문법 » 입력 매개변수","id":"11","title":"입력 매개변수"},"110":{"body":"요약: 모든 Ticket 필드는 비공개입니다 우리는 생성 시 유효성 검사 규칙을 적용하는 공개 생성자 Ticket::new를 제공합니다 좋은 시작이지만 충분하지 않습니다. Ticket을 만드는 것 외에도 티켓과 상호 작용해야 합니다. 하지만 비공개 필드인 경우 어떻게 해당 필드에 액세스할 수 있겠습니까? 접속자 메서드 를 제공해야 합니다. 접근자 메서드는 구조체의 비공개 필드 값을 읽을 수 있는 공개 메서드입니다. Rust에는 다른 언어처럼 접근자 메서드를 생성하는 내장된 방법이 없습니다. 직접 작성해야 합니다. 이는 단지 일반적인 메서드일 뿐입니다. 또는 타입을 세분화하는 방법, 이 테크닉은 나중에 살펴보겠습니다.","breadcrumbs":"Ticket v1 » 캡슐화 » 접근자 메서드","id":"110","title":"접근자 메서드"},"111":{"body":"이 섹션의 예제는 03_ticket_v1/05_encapsulation 에 있습니다","breadcrumbs":"Ticket v1 » 캡슐화 » 예제","id":"111","title":"예제"},"112":{"body":"지금까지 이 과정에서 배운 내용을 사용하여 이전 연습을 해결했다면 접근자 메서드는 다음과 같을 것입니다: impl Ticket { pub fn title(self) -> String { self.title } pub fn description(self) -> String { self.description } pub fn status(self) -> String { self.status }\n} 이러한 메서드는 컴파일되고 테스트를 통과하기에 충분하지만 실제 시나리오에서는 그리 큰 도움이 되진 않습니다. 다음 코드를 고려해보세요: if ticket.status() == \"To-Do\" { // 아직 `println!` 매크로를 다루지 않았습니다. // 지금은 이 매크로가 콘솔에 (템플릿화된) 메시지를 // 인쇄한다는 것만 알면 충분합니다. println!(\"Your next task is: {}\", ticket.title());\n} 컴파일하려고 하면 오류가 발생합니다: error[E0382]: use of moved value: `ticket` --> src/main.rs:30:43 |\n25 | let ticket = Ticket::new(/* */); | ------ move occurs because `ticket` has type `Ticket`, | which does not implement the `Copy` trait\n26 | if ticket.status() == \"To-Do\" { | -------- `ticket` moved due to this method call\n...\n30 | println!(\"Your next task is: {}\", ticket.title()); | ^^^^^^ value used here after move |\nnote: `Ticket::status` takes ownership of the receiver `self`, which moves `ticket` --> src/main.rs:12:23 |\n12 | pub fn status(self) -> String { | ^^^^ 축하합니다. 첫 번째 차용 검사기 오류입니다!","breadcrumbs":"Ticket v1 » 소유권 » 소유권","id":"112","title":"소유권"},"113":{"body":"Rust의 소유권 시스템은 다음을 보장하도록 설계되었습니다: 데이터를 읽는 동안에는 데이터가 변경되지 않습니다 데이터가 변경되는 동안에는 데이터를 읽을 수 없습니다 데이터가 파기된 후에는 절대 액세스할 수 없습니다 이러한 제약은 Rust 커뮤니티에서 종종 농담과 밈의 주제가 되는 Rust 컴파일러의 하위 시스템인 차용 검사기 에 의해 시행됩니다. 소유권은 Rust의 핵심 개념이며 언어를 독특하게 만드는 요소입니다. 소유권을 통해 Rust는 성능 저하 없는 메모리 안전 을 제공할 수 있습니다. Rust에서는 이 모든 것들이 동시에 적용됩니다: 런타임 가비지 콜렉터가 없습니다 개발자로서 메모리를 직접 관리해야 하는 경우는 거의 없습니다 댕글링 포인터, 더블 프리, 기타 메모리 관련 버그를 일으킬 수 없습니다 Python, JavaScript, Java와 같은 언어는 2와 3을 제공하지만 1은 제공하지 않습니다. C나 C++ 같은 언어는 1.을 제공하지만 2.도 3도 제공하지 않습니다. 배경에 따라 다소 난해하게 들릴 수도 있습니다. \"댕글링 포인터\"란 무엇입니까? \"더블 프리\"란 무엇입니까? 왜 위험합니까? 걱정하지 마십시오. 나머지 과정에서 이러한 개념을 더 자세히 다룰 것입니다. 하지만 지금은 Rust의 소유권 시스템 내에서 작업하는 방법을 배우는 데 집중하겠습니다.","breadcrumbs":"Ticket v1 » 소유권 » Rust 소유권 시스템의 장점","id":"113","title":"Rust 소유권 시스템의 장점"},"114":{"body":"Rust에서 각 값에는 컴파일 타임에 정적으로 결정되는 소유자 가 있습니다. 주어진 시간에 각 값에 대한 소유자는 단 한 명뿐입니다.","breadcrumbs":"Ticket v1 » 소유권 » 소유자","id":"114","title":"소유자"},"115":{"body":"소유권을 이전할 수 있습니다. 예를 들어, 값을 소유한 경우 소유권을 다른 변수로 이전할 수 있습니다: let a = \"hello, world\".to_string(); // <--- `a` 는 문자열의 소유자입니다\nlet b = a; // <--- `b` 는 이제 문자열의 소유자입니다 Rust의 소유권 시스템은 타입 시스템에 적용됩니다. 각 함수는 인수와 상호 작용하는 방법을 시그니처에 선언해야 합니다. 지금까지 우리의 모든 메소드와 함수는 인수를 소비 했습니다. 즉, 인수의 소유권을 얻었습니다. 예시: impl Ticket { pub fn description(self) -> String { self.description }\n} Ticket::description은 호출된 Ticket 인스턴스의 소유권을 갖습니다. 이를 move semantics 라고 합니다. 값 (self)의 소유권이 호출자에서 호출 수신자로 이동 하고 호출자는 더 이상 이를 사용할 수 없습니다. 이는 앞서 본 오류 메시지에서 컴파일러가 사용한 언어와 정확히 같습니다: error[E0382]: use of moved value: `ticket` --> src/main.rs:30:43 |\n25 | let ticket = Ticket::new(/* */); | ------ move occurs because `ticket` has type `Ticket`, | which does not implement the `Copy` trait\n26 | if ticket.status() == \"To-Do\" { | -------- `ticket` moved due to this method call\n...\n30 | println!(\"Your next task is: {}\", ticket.title()); | ^^^^^^ value used here after move |\nnote: `Ticket::status` takes ownership of the receiver `self`, which moves `ticket` --> src/main.rs:12:23 |\n12 | pub fn status(self) -> String { | ^^^^ 특히, 다음은 ticket.status()를 호출할 때 펼쳐지는 일련의 이벤트입니다: Ticket::status는 Ticket 인스턴스의 소유권을 갖습니다 Ticket::status는 self에서 status를 추출하고 status의 소유권을 호출자에게 다시 이전합니다 나머지 Ticket 인스턴스는 삭제됩니다(title 및 description) ticket.title()을 통해 ticket을 다시 사용하려고 하면 컴파일러는 ticket 값이 이제 사라졌고 더 이상 소유하지 않으므로 더 이상 사용할 수 없다고 불평합니다. 유용한 접근자 메소드를 구축하려면 참조 작업을 시작해야 합니다.","breadcrumbs":"Ticket v1 » 소유권 » Move semantics","id":"115","title":"Move semantics"},"116":{"body":"변수의 소유권을 가져오지 않고 변수의 값을 읽을 수 있는 메서드를 갖는 것이 바람직합니다. 그렇지 않으면 프로그래밍이 상당히 제한될 것입니다. Rust에서는 차용 을 통해 이를 수행합니다. 값을 빌릴 때마다 해당 가치에 대한 참조 를 얻게 됩니다. 참조에는 해당 권한이 태그로 지정됩니다 [1] : 불변 참조(&)를 사용하면 값을 읽을 수 있지만 변경할 수는 없습니다 변경 가능한 참조(&mut)를 사용하면 값을 읽고 변경할 수 있습니다 Rust의 소유권 시스템의 목표로 돌아가면: 데이터를 읽는 동안에는 데이터가 변경되지 않습니다 데이터가 변경되는 동안에는 데이터를 읽을 수 없습니다 이 두 가지 속성을 보장하기 위해 Rust는 참조에 몇 가지 제한 사항을 도입해야 합니다: 동일한 값에 대한 변경 가능한 참조와 변경 불가능한 참조를 동시에 가질 수 없습니다 동일한 값에 대해 동시에 두 개 이상의 변경 가능한 참조를 가질 수 없습니다 소유자는 값을 빌리는 동안 값을 변경할 수 없습니다 변경 가능한 참조가 없는 한 원하는 만큼 불변 참조를 가질 수 있습니다 어떤 면에서는 불변 참조를 값에 대한 \"read-only\" 잠금으로 생각할 수 있는 반면, 변경 가능 참조는 \"read-write\" 잠금과 비슷하다고 생각할 수 있습니다. 이러한 모든 제한 사항은 차용 검사기에 의해 컴파일 타임에 적용됩니다.","breadcrumbs":"Ticket v1 » 소유권 » 차용","id":"116","title":"차용"},"117":{"body":"실제로 값을 어떻게 빌리나요? 변수 앞에 & 또는 &mut를 추가하면 해당 값을 빌릴 수 있습니다. 그래도 조심하세요! 타입 앞 에 있는 동일한 기호(& 및 &mut)는 다른 의미를 갖습니다. 즉, 원래 타입에 대한 참조인 또 다른 타입을 나타냅니다. 예시: struct Configuration { version: u32, active: bool,\n} fn main() { let config = Configuration { version: 1, active: true, }; // `b`는 `config`의 `version` 필드에 대한 참조입니다. // `b`의 타입은 `u32` 값에 대한 참조를 포함하므로 `&u32`입니다. // `&` 연산자를 사용하여 `config.version`을 빌려 참조를 생성합니다. // 같은 기호(`&`), 상황에 따라 다른 의미! let b: &u32 = &config.version; // ^ 타입 어노테이션은 중요하지 않습니다. // 단지 무슨 일이 일어나고 있는지 명확히 하기 위해 존재합니다.\n} 함수 인수와 반환 유형에도 동일한 개념이 적용됩니다: // `f`는 `u32`에 대한 변경 가능한 참조를 인수로 사용하고\n// `number`라는 이름에 바인딩됩니다\nfn f(number: &mut u32) -> &u32 { // [...]\n}","breadcrumbs":"Ticket v1 » 소유권 » 문법","id":"117","title":"문법"},"118":{"body":"Rust의 소유권 시스템은 처음에는 다소 부담스러울 수 있습니다. 하지만 걱정하지 마십시오. 연습을 하면 자연스럽게 익숙해질 것입니다. 그리고 이 장의 나머지 부분과 과정의 나머지 부분에 걸쳐 많은 연습을 하게 될 것입니다! 우리는 각 개념을 여러 번 재검토하여 여러분이 개념에 익숙해지고 작동 방식을 진정으로 이해할 수 있도록 할 것입니다. 이 장의 마지막 부분에서 우리는 Rust의 소유권 시스템이 그런 방식으로 설계된 _이유_를 설명할 것입니다. 당분간은 _어떻게_를 이해하는 데 집중하세요. 각각의 컴파일러 오류를 학습 기회로 삼으세요! 이것은 시작하기에 훌륭한 정신적 모델이지만 전체 그림을 포착하지는 못합니다. 이 코스의 뒷부분 에서 참조에 대한 이해를 더욱 구체화할 것입니다.","breadcrumbs":"Ticket v1 » 소유권 » 진정하고 심호흡하세요","id":"118","title":"진정하고 심호흡하세요"},"119":{"body":"이 섹션의 예제는 03_ticket_v1/06_ownership 에 있습니다","breadcrumbs":"Ticket v1 » 소유권 » 예제","id":"119","title":"예제"},"12":{"body":"우리는 \"타입\"에 대해 여러 번 언급했으므로 명확하게 말하겠습니다: Rust는 정적 타입 언어 입니다. Rust의 모든 단일 값에는 유형이 있으며 해당 유형은 컴파일 타임에 컴파일러가 알 수 있어야 합니다. 타입은 static analysis 의 한 형태입니다. 타입은 컴파일러가 프로그램의 모든 값에 첨부하는 태그 로 생각할 수 있습니다. 태그에 따라 컴파일러는 다른 규칙을 적용할 수 있습니다. 숫자에 문자열을 더할 수는 없지만 두 숫자를 함께 더할 수는 있습니다. 타입을 올바르게 활용하면 모든 종류의 런타임 버그를 방지할 수 있습니다.","breadcrumbs":"Welcome » 문법 » 타입 어노테이션","id":"12","title":"타입 어노테이션"},"120":{"body":"이제 접근자 메서드는 다음과 같아야 합니다: impl Ticket { pub fn title(&self) -> &String { &self.title } pub fn description(&self) -> &String { &self.description } pub fn status(&self) -> &String { &self.status }\n} 여기저기에 &를 뿌리면 효과가 있습니다! 이제 프로세스에서 이를 사용하지 않고 Ticket 인스턴스의 필드에 액세스할 수 있는 방법이 있습니다. 다음에는 setter 메서드 를 사용하여 Ticket 구조체를 어떻게 개선할 수 있는지 살펴보겠습니다.","breadcrumbs":"Ticket v1 » 설정자(Setters) » 변경 가능한 참조","id":"120","title":"변경 가능한 참조"},"121":{"body":"Setter 메서드를 사용하면 사용자는 Ticket의 비공개 필드 값을 변경하는 동시에 해당 불변성을 준수할 수 있습니다(예: Ticket 제목을 빈 문자열로 설정할 수 없음). Rust에서 setter를 구현하는 두 가지 일반적인 방법이 있습니다: self를 인풋으로 받기. &mut self를 인풋으로 받기.","breadcrumbs":"Ticket v1 » 설정자(Setters) » 설정자(Setters)","id":"121","title":"설정자(Setters)"},"122":{"body":"첫 번째 접근 방식은 다음과 같습니다: impl Ticket { pub fn set_title(mut self, new_title: String) -> Self { // 새 제목 검증 [...] self.title = new_title; self }\n} self의 소유권을 가져와 제목을 변경하고 수정된 Ticket 인스턴스를 반환합니다. 사용 방법은 다음과 같습니다: let ticket = Ticket::new(\"Title\".into(), \"Description\".into(), \"To-Do\".into());\nlet ticket = ticket.set_title(\"New title\".into()); set_title은 self의 소유권을 갖기 때문에(즉 소비 ) 결과를 변수에 다시 할당해야 합니다. 위의 예에서는 변수 섀도잉 을 활용하여 동일한 변수 이름을 재사용합니다. 기존 변수와 동일한 이름으로 새 변수를 선언하면 새 변수가 이전 변수를 섀도우 합니다. 이는 Rust 코드의 일반적인 패턴입니다. self-setter는 여러 필드를 한 번에 변경해야 할 때 아주 잘 작동합니다. 여러 호출을 함께 연결할 수 있습니다! let ticket = ticket .set_title(\"New title\".into()) .set_description(\"New description\".into()) .set_status(\"In Progress\".into());","breadcrumbs":"Ticket v1 » 설정자(Setters) » 'self'를 인풋으로 받기","id":"122","title":"'self'를 인풋으로 받기"},"123":{"body":"&mut self를 사용하는 세터에 대한 두 번째 접근 방식은 대신 다음과 같습니다: impl Ticket { pub fn set_title(&mut self, new_title: String) { // 새 제목 검증 [...] self.title = new_title; }\n} 이번에는 메서드가 'self'에 대한 변경 가능한 참조를 입력으로 사용하고 제목을 변경하면 그게 전부입니다. 아무것도 반환되지 않습니다. 다음과 같이 사용할 수 있습니다: let mut ticket = Ticket::new(\"Title\".into(), \"Description\".into(), \"To-Do\".into());\nticket.set_title(\"New title\".into()); // 수정된 티켓 사용 소유권은 호출자에게 있으므로 원래 ticket 변수는 여전히 유효합니다. 결과를 다시 할당할 필요는 없습니다. 하지만 ticket에 대한 변경 가능한 참조를 사용하고 있으므로 변경 가능으로 표시해야 합니다. &mut-setter에는 단점이 있습니다. 여러 호출을 함께 연결할 수 없습니다. 수정된 Ticket 인스턴스를 반환하지 않으므로 첫 번째 결과에 대해 다른 setter를 호출할 수 없습니다. 각 setter를 별도로 호출해야 합니다: ticket.set_title(\"New title\".into());\nticket.set_description(\"New description\".into());\nticket.set_status(\"In Progress\".into());","breadcrumbs":"Ticket v1 » 설정자(Setters) » &mut self를 인풋으로 받기","id":"123","title":"&mut self를 인풋으로 받기"},"124":{"body":"이 섹션의 예제는 03_ticket_v1/07_setters 에 있습니다","breadcrumbs":"Ticket v1 » 설정자(Setters) » 예제","id":"124","title":"예제"},"125":{"body":"우리는 운영 관점에서 소유권과 참조를 살펴보았습니다. 즉, 이를 사용하여 무엇을 할 수 있고 무엇을 할 수 없는지 살펴보았습니다. 이제 내부를 살펴볼 좋은 시간입니다. 메모리 에 대해 이야기해 보겠습니다.","breadcrumbs":"Ticket v1 » 스택 » 메모리 레이아웃","id":"125","title":"메모리 레이아웃"},"126":{"body":"메모리에 관해 논의할 때 사람들이 스택 과 힙 에 관해 이야기하는 것을 자주 듣게 됩니다. 이는 프로그램에서 데이터를 저장하는 데 사용되는 두 가지 다른 메모리 영역입니다. 스택부터 시작해 보겠습니다.","breadcrumbs":"Ticket v1 » 스택 » 스택과 힙","id":"126","title":"스택과 힙"},"127":{"body":"스택 은 LIFO (Last In, First Out) 데이터 구조입니다. 함수를 호출하면 새로운 스택 프레임 이 스택 위에 추가됩니다. 해당 스택 프레임은 함수의 인수, 로컬 변수와 몇 가지 \"부가적인\" 값을 저장합니다. 함수가 반환되면 스택 프레임이 스택에서 팝됩니다 [1] . +-----------------+ func2 | frame for func2 | func2\n+-----------------+ is called +-----------------+ returns +-----------------+\n| frame for func1 | -----------> | frame for func1 | ---------> | frame for func1 |\n+-----------------+ +-----------------+ +-----------------+ 운영 관점에서 스택 할당/할당 해제는 매우 빠릅니다 . 우리는 항상 스택 상단에서 데이터를 푸시하고 팝하므로 여유 메모리를 검색할 필요가 없습니다. 또한 조각화에 대해 걱정할 필요가 없습니다. 스택은 단일 연속 메모리 블록입니다.","breadcrumbs":"Ticket v1 » 스택 » 스택","id":"127","title":"스택"},"128":{"body":"Rust는 종종 스택에 데이터를 할당합니다. 함수에 'u32' 입력 인수가 있나요? 해당 32비트는 스택에 저장됩니다. i64 타입의 로컬 변수를 정의하시겠습니까? 해당 64비트는 스택에 저장됩니다. 이러한 정수의 크기는 컴파일 타임에 알려지기 때문에 모든 것이 매우 잘 작동합니다. 따라서 컴파일된 프로그램은 이를 위해 스택에 예약해야 하는 공간의 양을 알고 있습니다.","breadcrumbs":"Ticket v1 » 스택 » Rust","id":"128","title":"Rust"},"129":{"body":"std::mem::size_of 함수를 사용하여 유형이 스택에서 차지하는 공간을 확인할 수 있습니다. 예를 들어 'u8'의 경우: // 이 재미있어 보이는 구문(`::<u8>`)에 대해서는 나중에 설명하겠습니다.\n// 지금은 무시하세요.\nassert_eq!(std::mem::size_of::<u8>(), 1); 'u8'의 길이가 8비트, 즉 1바이트이기 때문에 1이 말이 됩니다. 중첩된 함수 호출이 있는 경우 각 함수는 호출될 때 해당 데이터를 스택에 푸시하지만 가장 안쪽 함수가 반환될 때까지 데이터를 팝하지 않습니다. 중첩된 함수 호출이 너무 많으면 스택 공간이 부족해질 수 있습니다. 스택은 무한하지 않습니다! 이를 스택 오버플로 라고 합니다.","breadcrumbs":"Ticket v1 » 스택 » std::mem::size_of","id":"129","title":"std::mem::size_of"},"13":{"body":"이 섹션의 예제는 01_intro/01_syntax 에 있습니다","breadcrumbs":"Welcome » 문법 » 예제","id":"13","title":"예제"},"130":{"body":"이 섹션의 예제는 03_ticket_v1/08_stack 에 있습니다","breadcrumbs":"Ticket v1 » 스택 » 예제","id":"130","title":"예제"},"131":{"body":"스택은 훌륭하지만 모든 문제를 해결할 수는 없습니다. 컴파일 타임에 크기를 알 수 없는 데이터는 어떻게 되나요? 컬렉션, 문자열 및 기타 동적으로 크기가 조정된 데이터는 (전체) 스택에 할당될 수 없습니다. 힙 이 필요한 곳이 바로 여기입니다.","breadcrumbs":"Ticket v1 » 힙 » 힙","id":"131","title":"힙"},"132":{"body":"힙을 큰 메모리 덩어리, 즉 거대한 배열로 시각화할 수 있습니다. 힙에 데이터를 저장해야 할 때마다 특수 프로그램인 할당자 에 요청하여 힙의 하위 집합을 예약합니다. 우리는 이 상호 작용(및 예약한 메모리)을 힙 할당 이라고 부릅니다. 할당이 성공하면 할당자는 예약된 블록의 시작에 대한 포인터 를 제공합니다.","breadcrumbs":"Ticket v1 » 힙 » 힙 할당","id":"132","title":"힙 할당"},"133":{"body":"힙은 스택과 구조가 상당히 다릅니다. 힙 할당은 연속적이지 않으며 힙 내부 어디에나 위치할 수 있습니다. +---+---+---+---+---+---+-...-+-...-+---+---+---+---+---+---+---+\n| Allocation 1 | Free | ... | ... | Allocation N | Free |\n+---+---+---+---+---+---+ ... + ... +---+---+---+---+---+---+---+ 힙의 어느 부분이 사용 중이고 어느 부분이 사용 가능한지 추적하는 것이 할당자의 임무입니다. 그러나 할당자는 할당한 메모리를 자동으로 해제하지 않습니다. 더 이상 필요하지 않은 메모리를 해제 하려면 할당자를 다시 호출하여 이에 대해 신중하게 생각해야 합니다.","breadcrumbs":"Ticket v1 » 힙 » 자동 할당 해제 없음","id":"133","title":"자동 할당 해제 없음"},"134":{"body":"힙의 유연성에는 비용이 따릅니다. 힙 할당은 스택 할당보다 느립니다 . 장부에 관련된 일이 훨씬 더 많습니다! 성능 최적화에 대한 기사를 읽으면 가능하면 힙 할당을 최소화하고 스택 할당 데이터를 선호하는 것이 좋습니다.","breadcrumbs":"Ticket v1 » 힙 » 성능","id":"134","title":"성능"},"135":{"body":"String 타입의 로컬 변수를 만들 때 Rust는 강제로 힙에 할당합니다 [1] : 거기에 얼마나 많은 텍스트를 넣을지 미리 알지 못하므로 예약할 수 없습니다. 스택에 적절한 양의 공간이 있습니다. 하지만 String은 완전히 힙에 할당되지 않으며 일부 데이터를 스택에 유지하기도 합니다. 특히: 예약한 힙 영역에 대한 포인터 . 문자열의 길이 , 즉 문자열에 몇 바이트가 있는지 나타냅니다. 문자열의 용량 , 즉 힙에 예약된 바이트 수입니다. 이를 더 잘 이해하기 위해 예를 살펴보겠습니다: let mut s = String::with_capacity(5); 이 코드를 실행하면 메모리가 다음과 같이 배치됩니다: +---------+--------+----------+\nStack | pointer | length | capacity | | | | 0 | 5 | +--|------+--------+----------+ | | v +---+---+---+---+---+\nHeap: | ? | ? | ? | ? | ? | +---+---+---+---+---+ 우리는 최대 5바이트의 텍스트를 담을 수 있는 String을 요청했습니다. String::with_capacity는 할당자로 가서 5바이트의 힙 메모리를 요청합니다. 할당자는 해당 메모리 블록의 시작에 대한 포인터를 반환합니다. 하지만 String은 비어 있습니다. 스택에서는 길이와 용량을 구별하여 이 정보를 추적합니다. 이 String은 최대 5바이트를 저장할 수 있지만 현재 실제 텍스트는 0바이트를 포함합니다. 일부 텍스트를 String에 넣으면 상황이 변경됩니다: s.push_str(\"Hey\"); +---------+--------+----------+\nStack | pointer | length | capacity | | | | 3 | 5 | +--| ----+--------+----------+ | | v +---+---+---+---+---+\nHeap: | H | e | y | ? | ? | +---+---+---+---+---+ s는 이제 3바이트의 텍스트를 보유합니다. 길이는 3으로 업데이트되지만 용량은 5로 유지됩니다. 힙의 5바이트 중 3바이트는 H, e 및 y 문자를 저장하는 데 사용됩니다.","breadcrumbs":"Ticket v1 » 힙 » String의 메모리 레이아웃","id":"135","title":"String의 메모리 레이아웃"},"136":{"body":"스택에 포인터, 길이 및 용량을 저장하려면 얼마나 많은 공간이 필요합니까? 실행 중인 머신의 아키텍처 에 따라 다릅니다. 컴퓨터의 모든 메모리 위치에는 일반적으로 부호 없는 정수로 표시되는 주소 가 있습니다. 주소 공간의 최대 크기(즉, 컴퓨터가 주소를 지정할 수 있는 메모리 양)에 따라 이 정수의 크기가 다를 수 있습니다. 대부분의 최신 컴퓨터는 32비트 또는 64비트 주소 공간을 사용합니다. Rust는 usize 유형을 제공하여 이러한 아키텍처별 세부 정보를 추상화합니다. 이는 머신의 메모리 주소를 지정하는 데 필요한 바이트 수만큼 큰 부호 없는 정수입니다. 32비트 시스템에서 usize는 u32와 동일합니다. 64비트 시스템에서는 'u64'와 일치합니다. 용량, 길이, 포인터는 모두 Rust [2] 에서 usize로 표시됩니다.","breadcrumbs":"Ticket v1 » 힙 » usize","id":"136","title":"usize"},"137":{"body":"std::mem::size_of는 타입이 스택에서 차지할 공간의 양을 반환하며, 이는 타입의 크기 라고도 알려져 있습니다. String이 힙에서 관리하는 메모리 버퍼는 어떻습니까? 그것은 String 크기의 일부가 아닐까요? 아니요! 해당 힙 할당은 String이 관리하는 리소스 입니다. 컴파일러는 String 유형의 일부로 간주하지 않습니다. std::mem::size_of는 String의 경우처럼 유형이 포인터를 통해 관리하거나 참조할 수 있는 추가 힙 할당 데이터에 대해 알지(또는 신경 쓰지) 않으므로 해당 데이터의 크기를 추적하지 않습니다. 불행하게도 특정 값이 런타임에 할당하는 힙 메모리의 양을 측정하는 std::mem::size_of와 동등한 것은 없습니다. 일부 유형은 힙 사용량을 검사하는 메서드(예: String의 capacity 메서드)를 제공할 수 있지만 Rust에는 런타임 힙 사용량을 검색하는 범용 \"API\"가 없습니다. 그러나 메모리 프로파일러 도구(예: DHAT 또는 사용자 정의 할당자)를 사용하여 프로그램의 힙 사용량을 검사할 수 있습니다. 빈 String(예: String::new())을 생성하면 std는 힙을 할당하지 않습니다. 힙 메모리는 처음으로 데이터를 푸시할 때 예약됩니다. 포인터의 크기는 운영 체제에 따라 다릅니다. 특정 환경에서는 포인터가 메모리 주소(예: CHERI)보다 더 큽니다 . Rust는 포인터가 메모리 주소와 동일한 크기라는 단순화된 가정을 하고 있으며, 이는 여러분이 접하게 될 대부분의 최신 시스템에 해당됩니다.","breadcrumbs":"Ticket v1 » 힙 » 힙에는 std::mem::size_of가 없습니다","id":"137","title":"힙에는 std::mem::size_of가 없습니다"},"138":{"body":"이 섹션의 예제는 03_ticket_v1/09_heap 에 있습니다","breadcrumbs":"Ticket v1 » 힙 » 예제","id":"138","title":"예제"},"139":{"body":"&String 또는 &mut String과 같은 참조는 어떨까요? 메모리에서 어떻게 표현될까요? Rust에서 대부분의 참조 [1] 는 메모리에서 메모리 위치에 대한 포인터로 표시됩니다. 그 크기는 포인터의 크기인 usize와 동일합니다. std::mem::size_of를 사용하여 이를 확인할 수 있습니다: assert_eq!(std::mem::size_of::<&String>(), 8);\nassert_eq!(std::mem::size_of::<&mut String>(), 8); 특히 &String은 String의 메타데이터가 저장되는 메모리 위치에 대한 포인터입니다. 이 스니펫을 실행하면: let s = String::from(\"Hey\");\nlet r = &s; 메모리에 다음과 같은 내용이 표시됩니다: -------------------------------------- | | +----v----+--------+----------+ +----|----+\nStack | pointer | length | capacity | | pointer | | | | 3 | 5 | | | +--| ----+--------+----------+ +---------+ | s r | v +---+---+---+---+---+\nHeap | H | e | y | ? | ? | +---+---+---+---+---+ 원한다면 힙 할당 데이터에 대한 포인터에 대한 포인터입니다. &mut String도 마찬가지입니다.","breadcrumbs":"Ticket v1 » 메모리 참조 » 참조","id":"139","title":"참조"},"14":{"body":"이번 장에서는 Rust를 계산기 로 사용하는 방법을 배우겠습니다. 별것 아닌 것처럼 들리겠지만, 다음과 같은 Rust의 기본기를 많이 다룰 수 있는 기회를 제공할 것입니다: 함수를 정의하고 호출하는 방법 변수 선언 및 사용 방법 원시 타입(정수 와 불리언) 산술 연산자(오버플로 및 언더플로 동작 포함) 비교 연산자 흐름 제어 패닉 몇 가지 연습을 통해 기본기를 익히면 언어가 물흐르듯 써지게 됩니다. Trait와 소유권같은 더 복잡한 주제로 넘어갈 때 문법이나 기타 사소한 세부사항에 얽매이지 않고 새로운 개념에 집중할 수 있습니다.","breadcrumbs":"간단한 계산기 » 간단한 계산기","id":"14","title":"간단한 계산기"},"140":{"body":"위의 예에서는 한 가지를 명확히 해야 합니다. 모든 포인터가 힙을 가리키는 것은 아닙니다. 그들은 단지 힙에 있을 수도 있지만 반드시 그럴 필요는 없는 메모리 위치를 가리킬 뿐입니다. 이 코스의 뒷부분 에서는 팻 포인터 , 즉 추가 메타데이터가 포함된 포인터에 대해 설명하겠습니다. 이름에서 알 수 있듯이 이 장에서 논의한 포인터( 얇은 포인터 라고도 함)보다 큽니다.","breadcrumbs":"Ticket v1 » 메모리 참조 » 모든 포인터가 힙을 가리키는 것은 아닙니다","id":"140","title":"모든 포인터가 힙을 가리키는 것은 아닙니다"},"141":{"body":"이 섹션의 예제는 03_ticket_v1/10_references_in_memory 에 있습니다","breadcrumbs":"Ticket v1 » 메모리 참조 » 예제","id":"141","title":"예제"},"142":{"body":"힙을 소개할 때 할당한 메모리를 해제할 책임은 사용자에게 있다고 언급했습니다. 차용 검사기를 소개할 때 우리는 Rust에서 직접 메모리를 관리할 필요가 거의 없다고 언급했습니다. 이 두 진술은 처음에는 모순되는 것처럼 보일 수 있습니다. 범위 와 소멸자 를 도입하여 이들이 어떻게 조화를 이루는지 살펴보겠습니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 소멸자(Destructors)","id":"142","title":"소멸자(Destructors)"},"143":{"body":"변수의 스코프 는 해당 변수가 유효하거나 살아있는 Rust 코드의 영역입니다. 변수의 범위는 선언부터 시작됩니다. 다음 중 하나가 발생하면 종료됩니다: 변수가 선언된 블록(즉 {} 사이의 코드)이 끝날때 fn main() { // `x`는 아직 스코프에 포함되지 않습니다 let y = \"Hello\".to_string(); let x = \"World\".to_string(); // <-- x's 스코프는 여기서 시작됩니다... let h = \"!\".to_string(); // |\n} // \\<\\--------------- ...그리고 여기서 끝납니다 변수의 소유권이 다른 사람에게 이전될 때(예: 함수 또는 다른 변수) fn compute(t: String) { // 뭐든 하세요 [...]\n} fn main() { let s = \"Hello\".to_string(); // <-- s의 스코프는 여기서 시작됩니다... // | compute(s); // <------------------- ..그리고 여기서 끝납니다 // `s`가 `compute`로 이동되었기 때문입니다\n}","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 스코프","id":"143","title":"스코프"},"144":{"body":"값의 소유자가 스코프를 벗어나면 Rust는 해당 소멸자 를 호출합니다. 소멸자는 해당 값에 사용된 리소스, 특히 할당한 메모리를 정리하려고 합니다. 값을 std::mem::drop에 전달하여 값의 소멸자를 수동으로 호출할 수 있습니다. 이것이 바로 Rust 개발자가 값이 범위를 벗어나 해당 소멸자가 호출되었음을 나타내는 방법으로 \"해당 값이 삭제되었습니다 \"라고 말하는 것을 자주 듣게 되는 이유입니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 소멸자(Destructors)","id":"144","title":"소멸자(Destructors)"},"145":{"body":"우리는 drop에 명시적으로 호출을 삽입할 수 있습니다. 이는 컴파일러가 우리를 위해 수행하는 작업을 명확하게 설명해 줍니다. 이전 예제로 돌아가보겠습니다: fn main() { let y = \"Hello\".to_string(); let x = \"World\".to_string(); let h = \"!\".to_string();\n} 이는 다음과 같습니다: fn main() { let y = \"Hello\".to_string(); let x = \"World\".to_string(); let h = \"!\".to_string(); // 변수는 선언의 역순으로 삭제됩니다 drop(h); drop(x); drop(y);\n} 대신 s의 소유권이 compute로 이전되는 두 번째 예를 살펴보겠습니다: fn compute(s: String) { // 뭐든 하세요 [...]\n} fn main() { let s = \"Hello\".to_string(); compute(s);\n} 이는 다음과 동일합니다: fn compute(t: String) { // 뭐든 하세요 [...] drop(t); // <-- 이 지점 이전에 `t`가 삭제되거나 이동되지 않았다고 가정하면 // 컴파일러는 스코프를 벗어날 때 // 여기에서 `drop`을 호출합니다.\n} fn main() { let s = \"Hello\".to_string(); compute(s);\n} 차이점에 주목하십시오. main에서 compute이 호출된 후에 s가 더 이상 유효하지 않더라도 main에는 drop(s)이 없습니다. 값의 소유권을 함수로 이전하면 값 정리 책임 도 이전됩니다. 이렇게 하면 값에 대한 소멸자가 최대로 [1] 한 번 호출되어 설계상 더블 프리 버그 를 방지할 수 있습니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 드롭 포인트 시각화","id":"145","title":"드롭 포인트 시각화"},"146":{"body":"값이 삭제된 후에 값을 사용하려고 하면 어떻게 될까요? let x = \"Hello\".to_string();\ndrop(x);\nprintln!(\"{}\", x); 이 코드를 컴파일하려고 하면 오류가 발생합니다: error[E0382]: use of moved value: `x` --> src/main.rs:4:20 |\n3 | drop(x); | - value moved here\n4 | println!(\"{}\", x); | ^ value used here after move Drop은 호출된 값을 소비 합니다. 즉, 호출 후에는 해당 값이 더 이상 유효하지 않습니다. 따라서 컴파일러는 사용자가 이를 사용하지 못하게 하여 use-after-free 버그 를 방지합니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 삭제 후 사용","id":"146","title":"삭제 후 사용"},"147":{"body":"변수에 참조가 포함되어 있으면 어떻게 되나요? 예를 들어: let x = 42i32;\nlet y = &x;\ndrop(y); drop(y)를 호출하면... 아무 일도 일어나지 않습니다. 실제로 이 코드를 컴파일하려고 하면 다음과 같은 경고가 표시됩니다: warning: calls to `std::mem::drop` with a reference instead of an owned value does nothing --> src/main.rs:4:5 |\n4 | drop(y); | ^^^^^-^ | | | argument has type `&i32` | 이전에 말한 내용으로 돌아갑니다. 소멸자를 한 번만 호출하려고 합니다. 동일한 값에 대한 참조가 여러 개 있을 수 있습니다. 그 중 하나가 범위를 벗어날 때 가리키는 값에 대해 소멸자를 호출하면 다른 참조에는 어떤 일이 발생할까요? 그들은 더 이상 유효하지 않은 메모리 위치, 즉 use-after-free 버그 와 가까운 친척인 댕글링 포인터 를 참조합니다. Rust의 소유권 시스템은 설계상 이러한 종류의 버그를 배제합니다. Rust는 소멸자가 실행된다는 것을 보장하지 않습니다. 예를 들어 명시적으로 메모리 누수 를 선택한 경우에는 그렇지 않습니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 참조 삭제","id":"147","title":"참조 삭제"},"148":{"body":"이 섹션의 예제는 03_ticket_v1/11_destructor 에 있습니다","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 예제","id":"148","title":"예제"},"149":{"body":"우리는 이번 장에서 Rust의 기초 개념을 많이 다루었습니다. 계속 진행하기 전에 마지막 연습을 통해 배운 내용을 통합해 보겠습니다. 이번에는 최소한의 지침만 제공됩니다. 연습 설명과 안내할 테스트만 제공됩니다.","breadcrumbs":"Ticket v1 » 마무리 » 마무리","id":"149","title":"마무리"},"15":{"body":"이 섹션의 예제는 02_basic_calculator/00_intro 에 있습니다","breadcrumbs":"간단한 계산기 » 예제","id":"15","title":"예제"},"150":{"body":"이 섹션의 예제는 03_ticket_v1/12_outro 에 있습니다","breadcrumbs":"Ticket v1 » 마무리 » 예제","id":"150","title":"예제"},"151":{"body":"이전 장에서 우리는 Rust의 유형과 소유권 시스템의 기본을 다루었습니다. 이제 더 깊이 파고들 시간입니다. Rust의 인터페이스, Trait 를 살펴보겠습니다. 특성에 대해 배우고 나면 곳곳에서 그들의 흔적이 보일겁니다. 사실, 이전 장 전체에서 이미 트레잇이 작동하는 것을 보았습니다. .into() 호출 및 ==나 +와 같은 연산자들 말입니다. 개념으로서의 트레잇 외에도 Rust의 표준 라이브러리에 정의된 주요 트레잇 중 일부도 다룰 것입니다: 연산자 특성(예: Add, Sub, PartialEq 등) From과 Into, 오류 없는 변환을 위해 Clone과 Copy, 값 복사를 위해 Deref와 deref 변환 Sized, 타입의 크기가 정해졌음을 나타내기위해 'Drop', 커스텀 클린업 로직을 위해 변환에 관해 이야기할 것이므로 이전 장의 \"지식 격차\"를 메울 수 있는 시간을 가지겠습니다. ``제목''이란게 정확히 무엇이었나요? 슬라이스에 대해서도 자세히 알아보겠습니다!","breadcrumbs":"트레잇 » 트레잇","id":"151","title":"트레잇"},"152":{"body":"이 섹션의 예제는 04_traits/00_intro 에 있습니다","breadcrumbs":"트레잇 » 예제","id":"152","title":"예제"},"153":{"body":"'Ticket' 타입을 다시 살펴보겠습니다: pub struct Ticket { title: String, description: String, status: String,\n} 지금까지 우리의 모든 테스트는 Ticket의 필드를 사용하여 비교했습니다. assert_eq!(ticket.title(), \"A new title\"); 만약 두 개의 Ticket 인스턴스를 직접 비교하고 싶다면 어떻게 해야 할까요? let ticket1 = Ticket::new(/* ... */);\nlet ticket2 = Ticket::new(/* ... */);\nticket1 == ticket2 컴파일러는 우리를 멈출 것입니다: error[E0369]: binary operation `==` cannot be applied to type `Ticket` --> src/main.rs:18:13 |\n18 | ticket1 == ticket2 | ------- ^^ ------- Ticket | | | Ticket |\nnote: an implementation of `PartialEq` might be missing for `Ticket` Ticket은 새로운 유형입니다. 기본적으로는 연관된 동작이 없습니다 . Rust는 단지 String을 포함하고 있다는 이유만으로 두 개의 Ticket 인스턴스를 비교하는 방법을 마법처럼 추론하지 않습니다. Rust 컴파일러는 우리를 올바른 방향으로 인도하고 있습니다: 이는 PartialEq 구현이 누락되었을 수 있음을 알려줍니다. PartialEq는 트레잇 입니다!","breadcrumbs":"Traits » 트레잇 » 트레잇","id":"153","title":"트레잇"},"154":{"body":"트레잇은 인터페이스 를 정의하는 Rust의 방식입니다. 트레잇은 트레잇의 요구사항을 충족하기 위해 타입이 구현해야 하는 메서드 집합을 정의합니다.","breadcrumbs":"Traits » 트레잇 » 트레잇이란 무엇입니까?","id":"154","title":"트레잇이란 무엇입니까?"},"155":{"body":"트레잇 정의의 구문은 다음과 같습니다: trait <TraitName> { fn <method_name>(<parameters>) -> <return_type>;\n} 예를 들어, 구현자가 is_zero 메소드를 정의하도록 요구하는 MaybeZero라는 트레잇을 정의할 수 있습니다: trait MaybeZero { fn is_zero(self) -> bool;\n}","breadcrumbs":"Traits » 트레잇 » 트레잇 정의","id":"155","title":"트레잇 정의"},"156":{"body":"타입에 대한 트레잇을 구현하려면 일반 [1] 메소드에서와 마찬가지로 impl 키워드를 사용하지만 구문은 약간 다릅니다: impl <TraitName> for <TypeName> { fn <method_name>(<parameters>) -> <return_type> { // 메서드 본문 }\n} 예를 들어, 사용자 정의 숫자 유형 WrappingU32에 대해 MaybeZero 특성을 구현하려면 다음을 수행하세요: pub struct WrappingU32 { inner: u32,\n} impl MaybeZero for WrappingU32 { fn is_zero(self) -> bool { self.inner == 0 }\n}","breadcrumbs":"Traits » 트레잇 » 트레잇 구현","id":"156","title":"트레잇 구현"},"157":{"body":"트레잇 메서드를 호출하려면 일반 메서드와 마찬가지로 . 연산자를 사용합니다: let x = WrappingU32 { inner: 5 };\nassert!(!x.is_zero()); 트레잇 메서드를 호출하려면 다음 두 가지 사항이 충족되어야 합니다: 타입은 트레잇을 구현해야 합니다. 트레잇은 스코프 내에 있어야 합니다. 후자를 만족시키려면 해당 특성에 use 문을 추가해야 할 수도 있습니다: use crate::MaybeZero; 다음과 같은 경우에는 필요하지 않습니다: 트레잇이 호출이 발생하는 동일한 모듈에서 정의될 때. 트레잇이 prelude 에 정의되어있을 때. 프렐류드는 모든 러스트 프로그램에 자동으로 임포트되는 트레잇과 타입의 집합입니다. 마치 모든 러스트 모듈의 시작 부분에 use std::prelude::*;가 추가된 것과 같습니다. Rust 문서 의 프렐류드 부분에서 트레잇과 타입들을 찾을 수 있습니다. 트레잇을 사용하지 않고 타입에 직접 정의된 메서드를 고유 메서드 라고도 합니다.","breadcrumbs":"Traits » 트레잇 » 트레잇 메서드 호출","id":"157","title":"트레잇 메서드 호출"},"158":{"body":"이 섹션의 예제는 04_traits/01_trait 에 있습니다","breadcrumbs":"Traits » 트레잇 » 예제","id":"158","title":"예제"},"159":{"body":"유형이 다른 크레이트(예: Rust 표준 라이브러리의 u32)에 정의되면 해당 유형에 대한 새 메서드를 직접 정의할 수 없습니다. 다음의 경우: impl u32 { fn is_even(&self) -> bool { self % 2 == 0 }\n} 컴파일러는 다음과 같이 불평할 것입니다: error[E0390]: cannot define inherent `impl` for primitive types |\n1 | impl u32 { | ^^^^^^^^ | = help: consider using an extension trait instead","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 트레잇 구현","id":"159","title":"트레잇 구현"},"16":{"body":"\"문법\" section 섹션에서 compute의 입력 매개변수는 u32 타입이었습니다. 그것이 의미 무엇인지 풀어봅시다.","breadcrumbs":"A Basic Calculator » 정수 » Types, part 1","id":"16","title":"Types, part 1"},"160":{"body":"확장 트레잇 은 u32와 같은 외부 타입에 새로운 메소드를 추가하기위한 트레잇입니다. 이것이 바로 이전 예제에서 IsEven 트레잇을 정의한 다음 i32 및 u32에 대해 구현하여 배포한 패턴입니다. 그러면 IsEven이 스코프 내에 있는 한 타입에 대해 is_even을 자유롭게 호출할 수 있습니다. // 트레잇을 스코프로 가져옵니다\nuse my_library::IsEven; fn main() { // 이를 구현하는 타입에서 해당 메서드를 호출합니다. if 4.is_even() { // [...] }\n}","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 확장 트레잇","id":"160","title":"확장 트레잇"},"161":{"body":"트레잇을 구현하는데에는 제약사항이 있습니다. 가장 간단하고 단순한 것은 동일한 타입에 대해 크레이트에서 동일한 트레잇을 두 번 구현할 수 없다는 것입니다. 예시: trait IsEven { fn is_even(&self) -> bool;\n} impl IsEven for u32 { fn is_even(&self) -> bool { true }\n} impl IsEven for u32 { fn is_even(&self) -> bool { false }\n} 컴파일러는 이를 거부합니다: error[E0119]: conflicting implementations of trait `IsEven` for type `u32` |\n5 | impl IsEven for u32 { | ------------------- first implementation here\n...\n11 | impl IsEven for u32 { | ^^^^^^^^^^^^^^^^^^^ conflicting implementation for `u32` IsEven::is_even이 u32 값에 대해 호출될 때 어떤 트레잇 구현을 사용해야 하는지에 모호하기때문에 트레잇 구현은 하나만 있어야합니다.","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 하나의 구현","id":"161","title":"하나의 구현"},"162":{"body":"여러 크레이트가 관련되면 상황이 더욱 미묘해집니다. 특히 다음 중 하나 이상이 충족되어야 합니다: 트레잇은 현재 크레이트에 정의되어있어야합니다 타입의 구현은 현재 크레이트에서 정의되어야합니다 이것은 Rust의 고아 규칙 으로 알려져 있습니다. 이 규칙의 목적은 매서드 해석 과정을 명확하게 만드는 것입니다. 다음 상황을 상상해 보세요: A 크레이트는 IsEven 트레잇을 정의합니다 B 크레이트는 u32에 대해 IsEven을 구현합니다 C 크레이트는 u32에 대한 IsEven 트레잇의 (다른) 구현을 제공합니다 크레이트 D는 B와 C 모두에 의존하며 1.is_even()을 호출합니다 어떤 구현을 사용해야 합니까? B에 정의된 것? 아니면 C에 정의된 것인가요? 정답이 없으므로 이 시나리오를 방지하기 위해 고아 규칙이 정의되었습니다. 고아 규칙 덕분에 B 상자나 C 상자는 모두 컴파일되지 않습니다.","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 고아 규칙(Orphan rule)","id":"162","title":"고아 규칙(Orphan rule)"},"163":{"body":"위에서 설명한 대로 고아 규칙에는 몇 가지 주의 사항과 예외가 있습니다. 그 뉘앙스에 익숙해지고 싶다면 참고 자료 를 확인하세요.","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 읽을거리","id":"163","title":"읽을거리"},"164":{"body":"이 섹션의 예제는 04_traits/02_orphan_rule 에 있습니다","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 예제","id":"164","title":"예제"},"165":{"body":"이제 특성이 무엇인지 기본적으로 이해했으므로 연산자 오버로딩 으로 돌아가 보겠습니다. 연산자 오버로딩은 +, -, *, /, ==, != 등과 같은 연산자에 대한 사용자 정의 동작을 정의하는 기능입니다.","breadcrumbs":"Traits » 연산자 오버로딩 » 연산자 오버로딩","id":"165","title":"연산자 오버로딩"},"166":{"body":"Rust에서 연산자는 트레잇입니다. 각 연산자에는 해당 연산자의 동작을 정의하는 해당 트레잇이 있습니다. 타입에 해당 트레잇을 구현함으로써 해당 연산자의 사용을 잠금 해제 할 수 있습니다. 예를 들어 PartialEq trait 특성은 ==와 != 연산자의 동작을 정의합니다: // Rust의 표준 라이브러리에 있는 `PartialEq` 특성 정의\n// (지금은 _약간_ 단순화되었습니다)\npub trait PartialEq { // 필수 메서드 // // `Self`는 \"트레잇을 구현하는 타입\"을 // 의미하는 Rust 키워드입니다 fn eq(&self, other: &Self) -> bool; // 제공되는 메서드 fn ne(&self, other: &Self) -> bool { ... }\n} x == y를 작성하면 컴파일러는 x 및 y 타입에 대한 PartialEq 트레잇의 구현을 찾고 x == y를 x.eq(y)로 대체합니다. 이는 문법적 설탕(syntactic sugar)입니다! 주요 연산자에 대한 트레잇은 다음과 같습니다: 연산자 트레잇 + Add - Sub * Mul / Div % Rem ==와 != PartialEq <, >, <= 그리고 >= PartialOrd 산술 연산자는 std::ops 모듈에 있고, 비교 연산자는 std::cmp 모듈에 있습니다.","breadcrumbs":"Traits » 연산자 오버로딩 » 연산자는 트레잇입니다","id":"166","title":"연산자는 트레잇입니다"},"167":{"body":"PartialEq::ne에 대한 주석에는 \"ne이 제공되는 메서드입니다\"라고 명시되어 있습니다. 이는 PartialEq가 특성 정의의 ne에 대한 기본 구현 을 제공한다는 의미입니다(정의 조각에서 생략된 { ... } 블록). 생략된 블록을 확장하면 다음과 같습니다: pub trait PartialEq { fn eq(&self, other: &Self) -> bool; fn ne(&self, other: &Self) -> bool { !self.eq(other) }\n} 예상한 대로입니다. 'ne'은 'eq'의 부정입니다. 기본 구현이 제공되므로 유형에 대해 PartialEq를 구현할 때 ne 구현을 건너뛸 수 있습니다. eq를 구현하는 것으로 충분합니다: struct WrappingU8 { inner: u8,\n} impl PartialEq for WrappingU8 { fn eq(&self, other: &WrappingU8) -> bool { self.inner == other.inner } // 여기에는 `ne` 구현이 없습니다\n} 하지만 무조건 기본 구현을 사용해야 하는 것은 아닙니다. 트레잇을 구현할 때 이를 재정의할 수 있습니다 struct MyType; impl PartialEq for MyType { fn eq(&self, other: &MyType) -> bool { // 사용자 정의 구현 } fn ne(&self, other: &MyType) -> bool { // 사용자 정의 구현 }\n}","breadcrumbs":"Traits » 연산자 오버로딩 » 기본 구현","id":"167","title":"기본 구현"},"168":{"body":"이 섹션의 예제는 04_traits/03_operator_overloading 에 있습니다","breadcrumbs":"Traits » 연산자 오버로딩 » 예제","id":"168","title":"예제"},"169":{"body":"Ticket에 대해 PartialEq를 구현하는 것은 약간 지루한 일이었죠, 그렇죠? 구조체의 각 필드를 수동으로 비교해야 했습니다.","breadcrumbs":"Traits » 파생(Derive) 매크로 » 파생(Derive) 매크로","id":"169","title":"파생(Derive) 매크로"},"17":{"body":"u32는 Rust의 원시 타입 중 하나입니다. 원시 타입은 언어의 가장 기본적인 구성 요소입니다. 이는 언어 자체에 내장되어 있습니다. 다른 타입처럼 정의되지 않습니다. 이러한 원시 타입을 결합하여 더 복잡한 타입을 만들 수 있습니다. 곧 배우게 되실겁니다.","breadcrumbs":"A Basic Calculator » 정수 » 원시 타입","id":"17","title":"원시 타입"},"170":{"body":"구현이 불안정합니다. 구조체 정의가 변경되면(예: 새 필드가 추가되는 경우) PartialEq 구현을 업데이트해줘야합니다. 구조체를 해당 필드로 구조 분해 하여 위험을 줄일 수 있습니다: impl PartialEq for Ticket { fn eq(&self, other: &Self) -> bool { let Ticket { title, description, status, } = self; // [...] }\n} Ticket의 정의가 변경되면 컴파일러는 구조 분해가 더 이상 완전하지 않다고 불평하면서 오류를 발생시킵니다. 변수 섀도잉을 방지하기 위해 구조체 필드의 이름을 바꿀 수도 있습니다: impl PartialEq for Ticket { fn eq(&self, other: &Self) -> bool { let Ticket { title, description, status, } = self; let Ticket { title: other_title, description: other_description, status: other_status, } = other; // [...] }\n} 구조 분해는 자주 쓸 수 있는 유용한 패턴이지만 이 작업을 수행하는 훨씬 더 편리한 방법이 있습니다: 파생 매크로 .","breadcrumbs":"Traits » 파생(Derive) 매크로 » 구조 분해 구문","id":"170","title":"구조 분해 구문"},"171":{"body":"지난 예제에서 이미 몇 가지 매크로를 접했습니다: 테스트에는 assert_eq!와 assert! println!, 콘솔에 프린트 할 때 Rust 매크로는 코드 생성기 입니다. 그들은 여러분이 제공한 입력을 기반으로 새로운 Rust 코드를 생성하고, 생성된 코드는 프로그램의 나머지 부분과 함께 컴파일됩니다. 일부 매크로는 Rust의 표준 라이브러리에 내장되어 있지만 직접 작성할 수도 있습니다. 이 과정에서는 자체 매크로를 생성하지 않지만 \"읽을거리\" section 섹션에서 몇 가지 유용한 지침을 찾을 수 있습니다.","breadcrumbs":"Traits » 파생(Derive) 매크로 » 매크로","id":"171","title":"매크로"},"172":{"body":"일부 IDE에서는 매크로를 확장하여 생성된 코드를 분석할 수 있습니다. 이게 불가능한 상황이라면 cargo-expand 를 사용할 수도 있습니다.","breadcrumbs":"Traits » 파생(Derive) 매크로 » 분석","id":"172","title":"분석"},"173":{"body":"파생 매크로 는 Rust 매크로의 특별한 특징입니다. 구조체 상단에 속성 으로 지정됩니다. #[derive(PartialEq)]\nstruct Ticket { title: String, description: String, status: String\n} 파생 매크로는 사용자 정의 유형에 대한 일반적인(그리고 \"명백한\") 특성의 구현을 자동화하는 데 사용됩니다. 위의 예에서 PartialEq 특성은 Ticket에 대해 자동으로 구현됩니다. 매크로를 확장하면 생성된 코드가 수동으로 작성한 코드와 기능적으로 동일하다는 것을 알 수 있지만 읽기가 좀 더 불편합니다: #[automatically_derived]\nimpl ::core::cmp::PartialEq for Ticket { #[inline] fn eq(&self, other: &Ticket) -> bool { self.title == other.title && self.description == other.description && self.status == other.status }\n} 컴파일러는 가능하면 트레잇을 파생하도록 유도합니다.","breadcrumbs":"Traits » 파생(Derive) 매크로 » 파생(Derive) 매크로","id":"173","title":"파생(Derive) 매크로"},"174":{"body":"Rust 매크로에 관한 작은 문서 Proc macro workshop","breadcrumbs":"Traits » 파생(Derive) 매크로 » 읽을거리","id":"174","title":"읽을거리"},"175":{"body":"이 섹션의 예제는 04_traits/04_derive 에 있습니다","breadcrumbs":"Traits » 파생(Derive) 매크로 » 예제","id":"175","title":"예제"},"176":{"body":"지금까지 트레잇에 대한 두 가지 사용 사례를 살펴보았습니다: \"빌트-인\" 동작 잠금 해제(예: 연산자 오버로드) 기존 타입에 새로운 동작 추가(예: 확장 특성) 세 번째 사용 사례는 제네릭 프로그래밍 입니다.","breadcrumbs":"Traits » 트레잇 바운드 » 트레잇 바운드","id":"176","title":"트레잇 바운드"},"177":{"body":"지금까지 우리의 모든 함수와 메서드는 구체적인 타입 으로 작업해 왔습니다. 구체적인 타입에서 작동하는 코드는 일반적으로 작성하고 이해하기 쉽습니다. 하지만 재사용 가능성에 한계가 있습니다. 예를 들어 정수가 짝수이면 true를 반환하는 함수를 작성한다고 가정해 보겠습니다. 구체적인 타입으로 작업하려면 지원하려는 각 정수 타입에 대해 별도의 함수를 작성해야 합니다: fn is_even_i32(n: i32) -> bool { n % 2 == 0\n} fn is_even_i64(n: i64) -> bool { n % 2 == 0\n} // Etc. 또는 단일 확장 트레잇을 작성한 다음 각 정수 타입에 대해 서로 다른 구현을 작성할 수 있습니다: trait IsEven { fn is_even(&self) -> bool;\n} impl IsEven for i32 { fn is_even(&self) -> bool { self % 2 == 0 }\n} impl IsEven for i64 { fn is_even(&self) -> bool { self % 2 == 0 }\n} // Etc. 중복이 발생합니다.","breadcrumbs":"Traits » 트레잇 바운드 » 문제","id":"177","title":"문제"},"178":{"body":"제네릭 을 사용하면 더 나은 결과를 얻을 수 있습니다. 제네릭을 사용하면 구체적인 타입 대신 타입 매개변수 로 작동하는 코드를 작성할 수 있습니다: fn print_if_even<T>(n: T)\nwhere T: IsEven + Debug\n{ if n.is_even() { println!(\"{n:?} is even\"); }\n} print_if_even은 제네릭 함수 입니다. 특정 입력 타입에 제한되지않습니다. 대신 다음과 같은 모든 타입 T와 함께 작동합니다: IsEven 트레잇을 구현할 떄. Debug 트레잇을 구현할 때. 이 요구사항은 트레잇 바운드 : T: IsEven + Debug로 표현됩니다. + 기호는 T가 여러 트레잇을 구현하도록 요구하는 데 사용됩니다. T: IsEven + Debug는 \"T가 IsEven 그리고 Debug를 구현할 때\"라는 말과 같습니다.","breadcrumbs":"Traits » 트레잇 바운드 » 제네릭 프로그래밍","id":"178","title":"제네릭 프로그래밍"},"179":{"body":"print_if_even에서 트레잇 바운드는 어떤 목적으로 사용될까요? 알아보기 위해 이를 제거해 보겠습니다: fn print_if_even<T>(n: T) { if n.is_even() { println!(\"{n:?} is even\"); }\n} 이 코드는 컴파일되지 않습니다: error[E0599]: no method named `is_even` found for type parameter `T` in the current scope --> src/lib.rs:2:10 |\n1 | fn print_if_even<T>(n: T) { | - method `is_even` not found for this type parameter\n2 | if n.is_even() { | ^^^^^^^ method not found in `T` error[E0277]: `T` doesn't implement `Debug` --> src/lib.rs:3:19 |\n3 | println!(\"{n:?} is even\"); | ^^^^^ `T` cannot be formatted using `{:?}` because it doesn't implement `Debug` |\nhelp: consider restricting type parameter `T` |\n1 | fn print_if_even<T: std::fmt::Debug>(n: T) { | +++++++++++++++++ 트레잇 바운드가 없으면 컴파일러는 T가 할 수 있는 작업을 알 수 없습니다. T에 is_even 메서드가 있다는 사실도 모르고, 프린트를 위해 T 타입을 포맷팅하는 방법도 모릅니다. 컴파일러의 관점에서 보면 T로는 아무것도 할 수 없습니다. 트레잇 바운드는 함수 본문에서 요구하는 동작이 존재하는지 확인하여 함수에 사용할 수 있는 타입들을 제한합니다.","breadcrumbs":"Traits » 트레잇 바운드 » 트레잇 바운드","id":"179","title":"트레잇 바운드"},"18":{"body":"u32는 부호 없는 32비트 정수 입니다. 정수는 분수없이 나타낼 수 있는 숫자입니다. 예: '1'은 정수이지만 '1.2'는 정수가 아닙니다.","breadcrumbs":"A Basic Calculator » 정수 » 정수","id":"18","title":"정수"},"180":{"body":"위의 모든 예에서는 트레잇 바운드를 지정하기 위해 where 절 을 사용했습니다: fn print_if_even<T>(n: T)\nwhere T: IsEven + Debug\n// ^^^^^^^^^^^^^^^^^\n// 이게 `where` 절입니다\n{ // [...]\n} 트레잇 바운드가 단순한 경우 타입 매개변수 바로 옆에 인라인 할 수 있습니다: fn print_if_even<T: IsEven + Debug>(n: T) { // ^^^^^^^^^^^^^^^^^ // 이게 인라인 트레잇 바운드입니다 // [...]\n}","breadcrumbs":"Traits » 트레잇 바운드 » 구문: 인라인 트레잇 바운드","id":"180","title":"구문: 인라인 트레잇 바운드"},"181":{"body":"위의 예에서는 T를 타입 매개변수 이름으로 사용했습니다. 이는 함수에 타입 매개변수가 하나만 있는 경우 일반적인 규칙입니다. 더 의미 있는 이름을 사용하셔도 됩니다: fn print_if_even<Number: IsEven + Debug>(n: Number) { // [...]\n} 실제로 여러 타입 매개변수가 있거나 T라는 이름이 함수에서 해당 타입의 역할에 대한 충분한 정보를 전달하지 못하는 경우 의미 있는 이름을 사용하는 것이 바람직합니다 . 변수나 함수 매개변수와 마찬가지로 타입 매개변수의 이름을 지정할 때 명확성과 가독성을 최대화하세요. 동시에 Rust의 규칙도 지켜주세요. 타입 매개변수 이름에는 대문자 카멜케이스 를 사용하십시오.","breadcrumbs":"Traits » 트레잇 바운드 » 구문: 의미 있는 이름","id":"181","title":"구문: 의미 있는 이름"},"182":{"body":"트레잇 바운드가 왜 필요한지 궁금할 수도 있습니다. 컴파일러가 함수 본문에서 필요한 트레잇을 추론할 순 없나요? 그럴 수도 있겠지만 실제론 그렇지 않습니다. 그 근거는 함수 매개변수에 대한 명시적 타입 어노테이션의 경우와 동일합니다. 각 함수 시그니처는 호출자와 호출 수신자 간의 계약이며 용어가 명시적으로 명시되어야 합니다. 이를 통해 더 나은 오류 메시지, 더 나은 문서화, 버전 간 의도하지 않은 문제 감소 그리고 더 빠른 컴파일이 가능해집니다.","breadcrumbs":"Traits » 트레잇 바운드 » 함수 시그니처는 왕이다","id":"182","title":"함수 시그니처는 왕이다"},"183":{"body":"이 섹션의 예제는 04_traits/05_trait_bounds 에 있습니다","breadcrumbs":"Traits » 트레잇 바운드 » 예제","id":"183","title":"예제"},"184":{"body":"이전 장 전체에서 \"To-Do\" 또는 \"A ticket Description\"과 같은 코드에서 사용되는 문자열 리터럴 을 꽤 많이 보았습니다. 그 뒤에는 항상 .to_string() 또는 .into()에 대한 호출이 이어졌습니다. 이제 그 이유를 이해할 시간입니다!","breadcrumbs":"Traits » 문자열 슬라이스 » 문자열 슬라이스","id":"184","title":"문자열 슬라이스"},"185":{"body":"원시 텍스트를 큰따옴표로 묶어 문자열 리터럴을 정의합니다: let s = \"Hello, world!\"; s의 유형은 문자열 슬라이스에 대한 참조 인 &str입니다.","breadcrumbs":"Traits » 문자열 슬라이스 » 문자열 리터럴","id":"185","title":"문자열 리터럴"},"186":{"body":"&str과 String은 서로 다른 유형이므로 서로 바꿔 사용할 수 없습니다. 이전 시간 에서 본 String의 메모리 레이아웃을 떠올려 보겠습니다. 다음을 실행하면: let mut s = String::with_capacity(5);\ns.push_str(\"Hello\"); 우리는 이 상황에서 메모리는 다음과 같습니다: +---------+--------+----------+\nStack | pointer | length | capacity | | | | 5 | 5 | +--|------+--------+----------+ | | v +---+---+---+---+---+\nHeap: | H | e | l | l | o | +---+---+---+---+---+ &String이 메모리에 어떻게 배치되는지도 살펴보았습니다 : -------------------------------------- | | +----v----+--------+----------+ +----|----+\n| pointer | length | capacity | | pointer |\n| | | 5 | 5 | | |\n+----|----+--------+----------+ +---------+ | s &s | v +---+---+---+---+---+ | H | e | l | l | o | +---+---+---+---+---+ &String은 String의 메타데이터가 저장되는 메모리 위치를 가리킵니다. 포인터를 따라가면 힙에 할당된 데이터에 도달합니다. 정확히는, 문자열의 첫 번째 바이트 H에 도달합니다. s의 서브스트링 을 나타내는 타입은 어떻게 표현할까요? 예: 'Hello'의 'ello'같이?","breadcrumbs":"Traits » 문자열 슬라이스 » 메모리 레이아웃","id":"186","title":"메모리 레이아웃"},"187":{"body":"&str은 문자열에 대한 뷰 , 다른 곳에 저장된 UTF-8 바이트 시퀀스에 대한 참조 입니다. 예를 들어 다음과 같이 String에서 &str을 만들 수 있습니다: let mut s = String::with_capacity(5);\ns.push_str(\"Hello\");\n// `String`에서 문자열 슬라이스 참조를 생성하고 첫 번째 바이트를 건너뜁니다.\nlet slice: &str = &s[1..]; 메모리에서는 다음과 같습니다: s slice +---------+--------+----------+ +---------+--------+\nStack | pointer | length | capacity | | pointer | length | | | | 5 | 5 | | | | 4 | +----|----+--------+----------+ +----|----+--------+ | s | | | v | +---+---+---+---+---+ |\nHeap: | H | e | l | l | o | | +---+---+---+---+---+ | ^ | | | +--------------------------------+ slice는 스택에 두 가지 정보를 저장합니다: 슬라이스의 첫 번째 바이트에 대한 포인터. 슬라이스의 길이. slice는 데이터를 소유하지 않고, 단순히 그 데이터를 가리킵니다: 이는 String의 힙에 할당된 데이터에 대한 참조 입니다. slice가 삭제될 때, 힙에 할당된 데이터는 삭제되지 않습니다. 왜냐하면 여전히 s에 의해 소유되고 있기 때문입니다. 그래서 slice에는 capacity 필드가 없습니다: 데이터를 소유하지 않기 때문에, 데이터가 할당된 공간의 양에 대해 알 필요가 없으며, 단지 참조하는 데이터만 알면 됩니다.","breadcrumbs":"Traits » 문자열 슬라이스 » 문자열 슬라이스","id":"187","title":"문자열 슬라이스"},"188":{"body":"경험상 텍스트 데이터에 대한 참조가 필요할 때는 &String 대신 &str을 사용하는 것이 좋습니다. &str은 더 유연하고 일반적으로 Rust에서 더 관용적입니다. 메서드가 &String을 반환하면, 힙에 할당된 UTF-8 텍스트가 있으며, 해당 텍스트가 반환되는 참조와 정확히 일치 한다는 것을 의미합니다. 반면에 메서드가 &str을 반환하면, 훨씬 더 많은 자유를 가지게 됩니다: 어딘가에 텍스트 데이터가 있으며, 그 일부가 필요한 것과 일치한다는 것만을 말하는 것이므로 그 부분에 대한 참조를 반환하는 것입니다.","breadcrumbs":"Traits » 문자열 슬라이스 » &str vs &String","id":"188","title":"&str vs &String"},"189":{"body":"이 섹션의 예제는 04_traits/06_str_slice 에 있습니다","breadcrumbs":"Traits » 문자열 슬라이스 » 예제","id":"189","title":"예제"},"19":{"body":"정수는 signed 또는 unsigned 일 수 있습니다. 부호 없는 정수는 음수가 아닌 숫자(예: '0' 이상)만 나타낼 수 있습니다. 부호 있는 정수는 양수와 음수를 모두 나타낼 수 있습니다(예: '-1', '12' 등). u32의 u는 unsigned 를 의미합니다. 부호 있는 정수에 해당하는 유형은 'i32'입니다. 여기서 'i'는 정수(예: 양수 또는 음수)를 나타냅니다.","breadcrumbs":"A Basic Calculator » 정수 » Signed vs. unsigned","id":"19","title":"Signed vs. unsigned"},"190":{"body":"이전 예제에서는 많은 일을 할 필요가 없었습니다. 그렇죠? 이것을 impl Ticket { pub fn title(&self) -> &String { &self.title }\n} 이렇게 impl Ticket { pub fn title(&self) -> &str { &self.title }\n} 바꾸는 것이 코드를 컴파일하고 테스트를 통과하기 위해 해야 할 일의 전부였습니다. 하지만 머리에 번뜩 떠오르는 것이 있어야 합니다.","breadcrumbs":"Traits » Deref 트레잇 » Deref 트레잇","id":"190","title":"Deref 트레잇"},"191":{"body":"다음을 확인해봅시다: self.title은 String입니다 따라서 &self.title은 &String입니다 (수정된) title 메소드의 출력은 &str입니다 컴파일러 오류가 발생해야할 것 같지 않나요? Expected &String, found &str같은 오류 말입니다. 근데 작동합니다. 왜 그럴까요?","breadcrumbs":"Traits » Deref 트레잇 » 작동하면 안 되지만 작동합니다","id":"191","title":"작동하면 안 되지만 작동합니다"},"192":{"body":"Deref 트레잇은 deref coercion 라고 알려진 언어 기능 뒤에 있는 메커니즘입니다. 이 트레잇은 표준 라이브러리의 std::ops 모듈에 정의되어 있습니다: // 지금은 정의를 약간 단순화했습니다.\n// 나중에 전체 정의를 살펴보겠습니다.\npub trait Deref { type Target; fn deref(&self) -> &Self::Target;\n} type Target은 연관된 타입 입니다. 이는 트레잇이 구현될 때 지정되어야 하는 구체적인 타입에 대한 플레이스 홀더입니다.","breadcrumbs":"Traits » Deref 트레잇 » Deref가 당신을 구원합니다","id":"192","title":"Deref가 당신을 구원합니다"},"193":{"body":"T 타입에 대해 Deref<Target = U>를 구현하면 컴파일러에게 &T와 &U가 어느 정도 상호 교환 가능하다는 것을 알리게 됩니다. 특히 다음과 같은 동작이 발생합니다: T에 대한 참조는 암시적으로 U에 대한 참조로 변환됩니다(즉: &T는 &U가 됩니다). &self를 입력으로 사용하는 U에 정의된 모든 메서드를 &T에서 호출할 수 있습니다. 역참조 연산자 *에는 한 가지가 더 있지만 아직은 필요하지 않습니다(궁금하시면 std 문서를 참조하세요).","breadcrumbs":"Traits » Deref 트레잇 » Deref coercion","id":"193","title":"Deref coercion"},"194":{"body":"String은 Target = str을 사용하여 Deref를 구현합니다: impl Deref for String { type Target = str; fn deref(&self) -> &str { // [...] }\n} 이 구현과 Deref coercion 덕분에 &String은 필요할 때 자동으로 &str로 변환됩니다.","breadcrumbs":"Traits » Deref 트레잇 » String은 Deref를 구현합니다","id":"194","title":"String은 Deref를 구현합니다"},"195":{"body":"Deref coercion은 강력한 기능이지만 혼란을 초래할 수 있습니다. 타입을 자동으로 변환하면 코드를 읽고 이해하기가 더 어려워질 수 있습니다. T와 U에 동일한 이름의 메소드가 정의된 경우 어느 메소드가 호출될까요? Deref coercion에 대한 \"가장 안전한\" 사용 사례인 스마트 포인터에 대해 나중에 과정에서 살펴보겠습니다.","breadcrumbs":"Traits » Deref 트레잇 » deref coercion을 남용하지 마세요","id":"195","title":"deref coercion을 남용하지 마세요"},"196":{"body":"이 섹션의 예제는 04_traits/07_deref 에 있습니다","breadcrumbs":"Traits » Deref 트레잇 » 예제","id":"196","title":"예제"},"197":{"body":"Deref coercion에 대해 알아본 후에도 &str에는 눈에 보이는 것보다 더 많은 것이 있습니다. 메모리 레이아웃에 대한 이전 논의에서 &str이 스택에서 단일 usize인 포인터로 표현될 것으로 예상하는 것이 합리적이었습니다. 하지만 그렇지 않습니다. &str은 포인터 옆에 일부 메타데이터 , 즉 포인터가 가리키는 슬라이스의 길이를 저장합니다. 이전 섹션의 예로 돌아가면 다음과 같습니다: let mut s = String::with_capacity(5);\ns.push_str(\"Hello\");\n// `String`에서 문자열 슬라이스 참조를 생성하고 첫 번째 바이트를 건너뜁니다.\nlet slice: &str = &s[1..]; 메모리는 다음과 같습니다: s slice +---------+--------+----------+ +---------+--------+\nStack | pointer | length | capacity | | pointer | length | | | | 5 | 5 | | | | 4 | +----|----+--------+----------+ +----|----+--------+ | s | | | v | +---+---+---+---+---+ |\nHeap: | H | e | l | l | o | | +---+---+---+---+---+ | ^ | | | +--------------------------------+ 무슨 일일까요?","breadcrumbs":"Traits » Sized 트레잇 » Sized","id":"197","title":"Sized"},"198":{"body":"str은 동적 크기 타입 (DST)입니다. DST는 컴파일 타임에 크기를 알 수 없는 타입입니다. &str과 같은 DST에 대한 참조가 있을 때마다 참조가 가리키는 데이터에 대한 추가 정보를 포함해야 합니다. 팻 포인터 입니다. &str의 경우 가리키는 슬라이스의 길이를 저장합니다. 뒤에서는 DST의 더 많은 예를 살펴보겠습니다.","breadcrumbs":"Traits » Sized 트레잇 » 동적 크기 타입","id":"198","title":"동적 크기 타입"},"199":{"body":"Rust의 std 라이브러리는 Sized라는 트레잇을 정의합니다. pub trait Sized { // 이것은 빈 특성이므로 구현할 메서드가 없습니다.\n} 컴파일 타임에 크기가 알려지면 유형은 Sized입니다. 즉, DST가 아닙니다.","breadcrumbs":"Traits » Sized 트레잇 » Sized 트레잇","id":"199","title":"Sized 트레잇"},"2":{"body":"화면 왼쪽을 보면 코스가 여러 섹션으로 나누어져 있는 것을 볼 수 있습니다. 각 섹션에서는 Rust 언어의 새로운 개념이나 기능을 소개합니다. 이해를 확인하기 위해 각 섹션은 해결해야 하는 연습문제와 짝을 이룹니다. 자매 깃헙 리포지토리 에서 예제들을 확인할 수 있습니다. 코스를 시작하기전에 리포지토리를 로컬에 클론하세요: # GitHub에 SSH 키가 설정되어 있는 경우\ngit clone git@github.com:mainmatter/100-exercises-to-learn-rust.git\n# 아니면 HTTPS URL을 사용하십시오:\n# # git clone https://github.com/mainmatter/100-exercises-to-learn-rust.git 또한 진행 상황을 쉽게 추적하고 필요한 경우 메인 리포지토리에서 업데이트를 가져올 수 있도록 브랜치에서 작업하는 것이 좋습니다: cd 100-exercises-to-learn-rust\ngit checkout -b my-solutions 모든 예제는 exercises 폴더에 있습니다. 각 문제는 Rust 패키지로 구성됩니다. 패키지에는 연습 자체, 수행할 작업에 대한 지침(src/lib.rs에 있음), 솔루션을 자동으로 검증하기 위한 테스트 모음이 포함되어 있습니다.","breadcrumbs":"환영합니다 » 구조","id":"2","title":"구조"},"20":{"body":"'u32'의 '32'는 메모리의 숫자를 나타내는 데 사용되는 **비트 수 [1] **를 나타냅니다. 비트가 많을수록 표현할 수 있는 숫자의 범위가 커집니다. Rust는 정수에 대해 8, 16, 32, 64, 128과 같은 다중 비트 너비를 지원합니다. 32비트를 사용하면 u32는 0부터 2^32 - 1(즉, u32::MAX )까지의 숫자를 나타낼 수 있습니다. 동일한 비트 수를 사용하여 부호 있는 정수(i32)는 -2^31부터 2^31 - 1까지(즉, i32::MIN 부터 i32::MAX 까지)의 숫자를 나타낼 수 있습니다. 'i32'의 최대값은 'u32'의 최대값보다 작습니다. 1비트가 숫자의 부호를 나타내는 데 사용되기 때문입니다. 부호 있는 정수가 메모리에 어떻게 표현되는지에 대한 자세한 내용은 2의 보수 를 확인하세요.","breadcrumbs":"A Basic Calculator » 정수 » 비트 폭","id":"20","title":"비트 폭"},"200":{"body":"Sized는 marker 트레잇 의 첫 번째 예입니다. marker 트레잇은 구현하는 데 메서드가 필요하지 않은 특성입니다. 어떤 행동도 정의하지 않습니다. 특정 속성이 있는 타입을 표시 하는 역할만 합니다. 그런 다음 컴파일러는 표시를 활용하여 특정 동작이나 최적화를 활성화합니다.","breadcrumbs":"Traits » Sized 트레잇 » Marker 트레잇","id":"200","title":"Marker 트레잇"},"201":{"body":"사실, Sized도 auto 트레잇 입니다. 명시적으로 구현할 필요가 없으며, 컴파일러가 타입의 정의를 기반으로 자동으로 구현해줍니다.","breadcrumbs":"Traits » Sized 트레잇 » Auto 트레잇","id":"201","title":"Auto 트레잇"},"202":{"body":"지금까지 우리가 본 모든 타입은 Sized입니다: u32, String, bool 등. 방금 본 것처럼 str은 Sized가 아닙니다. 하지만 &str은 Sized입니다! 우리는 컴파일 타임에 그 크기를 알고 있습니다. 두 개의 usize, 하나는 포인터용이고 다른 하나는 길이용입니다.","breadcrumbs":"Traits » Sized 트레잇 » 예시","id":"202","title":"예시"},"203":{"body":"이 섹션의 예제는 04_traits/08_sized 에 있습니다","breadcrumbs":"Traits » Sized 트레잇 » 예제","id":"203","title":"예제"},"204":{"body":"문자열 여행이 시작된 곳으로 돌아가 보겠습니다: let ticket = Ticket::new(\"A title\".into(), \"A description\".into(), \"To-Do\".into()); 이제 우리는 .into()가 여기서 무엇을 하는지 이해할 만큼 충분히 알고 있습니다.","breadcrumbs":"Traits » From 트레잇 » From과 Into","id":"204","title":"From과 Into"},"205":{"body":"이것은 new 메서드의 시그니처입니다: impl Ticket { pub fn new(title: String, description: String, status: String) -> Self { // [...] }\n} 문자열 리터럴(예: \"A title\")이 &str 타입이라는 것도 보았습니다. 여기서 타입 불일치가 발생합니다: String일것으로 예상하지만 우리는 &str을 가지고 있습니다. 이번에는 마법 같은 강제 변환이 우리를 구해주지 않을 것입니다; 우리는 직접 변환을 수행해야 합니다 .","breadcrumbs":"Traits » From 트레잇 » 문제","id":"205","title":"문제"},"206":{"body":"Rust 표준 라이브러리는 std::convert 모듈에서 무결한 변환 에 대한 두 가지 트레잇, 즉 From과 Into를 정의합니다. pub trait From<T>: Sized { fn from(value: T) -> Self;\n} pub trait Into<T>: Sized { fn into(self) -> T;\n} 이러한 트레잇 정의는 이전에 보지 못한 몇 가지 개념인 슈퍼 트레잇 및 암시적 트레잇 바운드 를 보여줍니다. 이것들을 먼저 살펴보겠습니다.","breadcrumbs":"Traits » From 트레잇 » From과 Into","id":"206","title":"From과 Into"},"207":{"body":"From: Sized 구문은 From이 Sized의 서브 트레잇 임을 의미합니다. From을 구현하는 모든 타입은 Sized도 구현해야 합니다. 또는 Sized가 From의 슈퍼 트레잇 이라고 말할 수도 있습니다.","breadcrumbs":"Traits » From 트레잇 » 슈퍼 트레잇 / 서브 트레잇","id":"207","title":"슈퍼 트레잇 / 서브 트레잇"},"208":{"body":"일반 타입 매개변수가 있을 때마다 컴파일러는 암시적으로 해당 매개변수가 Sized라고 가정합니다. 예시: pub struct Foo<T> { inner: T,\n} 실제로는 다음과 같습니다: pub struct Foo<T: Sized> { inner: T,\n} From<T>의 경우 트레잇 정의는 다음과 동일합니다: pub trait From<T: Sized>: Sized { fn from(value: T) -> Self;\n} 즉, T와 From<T>를 구현하는 유형은 둘 다 Sized여야 합니다. 전자의 바운드가 암시적이라 할지라도 말이죠.","breadcrumbs":"Traits » From 트레잇 » 암시적 트레잇 바운드","id":"208","title":"암시적 트레잇 바운드"},"209":{"body":"네거티브 트레잇 바운드 를 사용하여 암시적 Sized 바운드를 제외할 수 있습니다: pub struct Foo<T: ?Sized> { // ^^^^^^^ // 이게 네거티브 트레잇 바운드입니다 inner: T,\n} 이 구문은 \"T는 Sized일 수도 있고 아닐 수도 있음\"으로 읽혀지며, 이를 통해 T를 DST(예: Foo<str>)에 바인딩할 수 있습니다. 하지만 이것은 특별한 경우입니다. 네거티브 트레잇 바운드는 Sized에만 적용되며 다른 특성에는 사용할 수 없습니다.","breadcrumbs":"Traits » From 트레잇 » 네거티브 트레잇 바운드","id":"209","title":"네거티브 트레잇 바운드"},"21":{"body":"두 변수(signed/unsigned와 비트 폭)를 결합하면 다음과 같은 정수 유형을 얻을 수 있습니다: 비트 폭 Signed Unsigned 8-bit i8 u8 16-bit i16 u16 32-bit i32 u32 64-bit i64 u64 128-bit i128 u128","breadcrumbs":"A Basic Calculator » 정수 » 요약","id":"21","title":"요약"},"210":{"body":"std 문서 에서 어떤 std 타입이 From 트레잇을 구현하는지 확인할 수 있습니다. String은 From<&str> for String을 구현한다는 것을 알 수 있습니다. 따라서 우리는 다음과 같이 쓸 수 있습니다: let title = String::from(\"A title\"); 하지만 우리는 주로 .into()를 사용해 왔습니다. Into 구현자를 확인해 보면 Into<&str> for String을 찾을 수 없습니다. 무슨 일일까요? From과 Into는 듀얼 트레잇 입니다. 특히 Into는 블랭킷 구현 을 사용하여 From을 구현하는 모든 타입에 대해 구현됩니다: impl<T, U> Into<U> for T\nwhere U: From<T>,\n{ fn into(self) -> U { U::from(self) }\n} 타입 U가 From<T>를 구현하면, Into<U> for T는 자동으로 구현됩니다. 그래서 let title = \"A title\".into();와 같이 쓸 수 있는 것입니다.","breadcrumbs":"Traits » From 트레잇 » &str을 String으로","id":"210","title":"&str을 String으로"},"211":{"body":".into()를 볼 때마다 타입 간의 변환을 목격하고 있는 것입니다. 그런데 대상 타입은 무엇일까요? 대부분의 경우 대상 타입은 다음 중 하나입니다: 함수/메서드의 시그니처로 지정된 것(예: 이전 예시의 Ticket::new) 변수 선언때 타입 어노테이션으로 명시된 것 (예: let title: String = \"A title\".into();) .into()는 컴파일러가 모호함 없이 컨텍스트에서 대상 타입을 추론할 수 있다면 즉시 작동합니다.","breadcrumbs":"Traits » From 트레잇 » .into()","id":"211","title":".into()"},"212":{"body":"이 섹션의 예제는 04_traits/09_from 에 있습니다","breadcrumbs":"Traits » From 트레잇 » 예제","id":"212","title":"예제"},"213":{"body":"지금까지 공부한 두 가지 트레잇인 From과 Deref에 대한 정의를 다시 살펴보겠습니다: pub trait From<T> { fn from(value: T) -> Self;\n} pub trait Deref { type Target; fn deref(&self) -> &Self::Target;\n} 둘 다 기능 유형 매개변수입니다. From의 경우에는 제네릭 매개변수인 T입니다. Deref의 경우 연관된 타입인 Target입니다. 뭐가 다를까요? 왜 두 개를 구분해서 쓸까요?","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 제네릭과 연관된 타입","id":"213","title":"제네릭과 연관된 타입"},"214":{"body":"Deref coercion가 작동하는 방식으로 인해 특정 타입에 대해 하나의 \"대상\" 타입만 존재해야합니다. 예: String은 str로만 역참조될 수 있습니다. 모호함을 피하기 위함입니다. 한 타입에 대해 Deref를 여러 번 구현할 수 있다면 &self 메서드를 호출할 때 컴파일러가 어떤 Target 타입을 선택해야 할까요? 이것이 Deref가 연관 타입인 Target을 사용하는 이유입니다. 연관 타입은 특성 구현에 의해 고유하게 결정됩니다. Deref를 두 번 이상 구현할 수 없기 때문에 주어진 타입에 대해 하나의 Target만 지정할 수 있으며 모호성은 없습니다.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 최대 1개의 구현","id":"214","title":"최대 1개의 구현"},"215":{"body":"반면에 입력 타입 T가 다른 한 한 타입에 대해 From을 여러 번 구현할 수 있습니다. 예를 들어 u32와 u16을 모두 입력 타입으로 사용하여 WrappingU32에 대해 From을 구현할 수 있습니다: impl From<u32> for WrappingU32 { fn from(value: u32) -> Self { WrappingU32 { inner: value } }\n} impl From<u16> for WrappingU32 { fn from(value: u16) -> Self { WrappingU32 { inner: value.into() } }\n} 이는 From<u16>과 From<u32>가 다른 트레잇 으로 간주되기 때문에 작동합니다. 모호성은 없습니다. 컴파일러는 변환되는 값의 타입에 따라 사용할 구현을 결정할 수 있습니다.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 제네릭 트레잇","id":"215","title":"제네릭 트레잇"},"216":{"body":"마지막 예로, 표준 라이브러리의 Add 트레잇을 생각해봅시다: pub trait Add<RHS = Self> { type Output; fn add(self, rhs: RHS) -> Self::Output;\n} 두 가지 메커니즘을 모두 사용합니다: 여기에는 RHS(오른쪽)라는 제네릭 매개변수가 있으며 기본값은 Self입니다 여기에는 덧셈의 결과 타입인 Output이라는 연관 타입이 있습니다","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 사례 연구: Add","id":"216","title":"사례 연구: Add"},"217":{"body":"RHS는 다양한 타입을 함께 더할 수 있는 제네릭 매개변수입니다. 예를 들어 표준 라이브러리에서 다음 두 가지 구현을 찾을 수 있습니다: impl Add<u32> for u32 { type Output = u32; fn add(self, rhs: u32) -> u32 { // ^^^ // 대신 `Self::Output`으로 쓸 수도 있습니다. // 여기에 지정한 타입이 // 바로 위의 `Output`에 할당한 // 타입과 일치하는 한 컴파일러는 상관하지 않습니다. // [...] }\n} impl Add<&u32> for u32 { type Output = u32; fn add(self, rhs: &u32) -> u32 { // [...] }\n} 이를 통해 다음 코드를 컴파일할 수 있습니다: let x = 5u32 + &5u32 + 6u32; 왜냐하면 u32는 Add<u32> 뿐만 아니라 Add<&u32>도 구현하기 때문입니다.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » RHS","id":"217","title":"RHS"},"218":{"body":"'Output'은 덧셈 결과의 타입을 나타냅니다. 애초에 Output이 필요한 이유는 무엇입니까? Self를 아웃풋으로 Add를 구현하는 타입으로 사용할 수는 없나요? 할 수는 있지만 트레잇의 유연성이 제한됩니다. 예를 들어 표준 라이브러리에서는 다음과 같은 구현을 찾을 수 있습니다: impl Add<&u32> for &u32 { type Output = u32; fn add(self, rhs: &u32) -> u32 { // [...] }\n} 트레잇을 구현하는 타입은 &u32이지만 덧셈 결과는 u32입니다. add가 Self를 반환해야 한다면(예: 이 경우 &u32) 이 구현을 제공하는 것은 불가능 [1] 합니다. Output을 사용하면 std가 구현자를 반환 타입에서 분리하여 이 케이스를 지원합니다. 반면에 Output은 제네릭 매개변수가 될 수 없습니다. 연산의 출력 타입은 피연산자의 타입을 알고 나면 반드시 고유하게 결정되어야 합니다. 이것이 연관 타입인 이유입니다. 구현자와 제네릭 매개변수의 특정 조합에 대해 Output 타입은 하나만 존재합니다.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » Output","id":"218","title":"Output"},"219":{"body":"요약하자면: 특정 트레잇 구현에 대해 타입을 고유하게 결정해야 하는 경우 연관 타입 을 사용하세요. 다양한 입력 타입을 사용하여 동일한 타입에 대한 트레잇의 여러 구현을 허용하려면 제네릭 매개변수 를 사용하세요. 유연성이 공짜인 경우는 거의 없습니다. 트레잇 정의는 'Output'으로 인해 더 복잡하며 구현자는 반환하려는 항목에 대해 추론해야 합니다. 유연성이 실제로 필요한 경우에만 절충이 정당화됩니다. 자신만의 트레잇을 디자인할 때 이 점을 명심하세요.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 결론","id":"219","title":"결론"},"22":{"body":"리터럴 은 소스 코드에서 고정된 값을 나타내는 표기법입니다. 예를 들어 '42'는 숫자 42에 대한 Rust 리터럴입니다.","breadcrumbs":"A Basic Calculator » 정수 » 리터럴","id":"22","title":"리터럴"},"220":{"body":"이 섹션의 예제는 04_traits/10_assoc_vs_generic 에 있습니다","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 예제","id":"220","title":"예제"},"221":{"body":"이전 장에서는 소유권과 차용에 대해 소개했습니다. 우리는 특히 다음과 같이 말했습니다: Rust의 모든 값은 언제든지 단일 소유자를 갖습니다. 함수가 값의 소유권을 가져오면(\"사용함\") 호출자는 더 이상 해당 값을 사용할 수 없습니다. 이러한 제한은 다소 제한적일 수 있습니다. 때로는 값의 소유권을 갖는 함수를 호출해야 할 수도 있지만 나중에 그 값을 사용해야 하는 경우도 있습니다. fn consumer(s: String) { /* */ } fn example() { let mut s = String::from(\"hello\"); consumer(s); s.push_str(\", world!\"); // 오류: 소유권 이전 후 빌린 값\n} 이곳이 바로 Clone이 필요한 곳입니다.","breadcrumbs":"Traits » Clone 트레잇 » 값 복사, pt. 1","id":"221","title":"값 복사, pt. 1"},"222":{"body":"Clone은 Rust의 표준 라이브러리에 정의된 트레잇입니다: pub trait Clone { fn clone(&self) -> Self;\n} 해당 메서드 clone은 self에 대한 참조를 가져와 동일한 타입의 새로운 소유 인스턴스를 반환합니다.","breadcrumbs":"Traits » Clone 트레잇 » Clone","id":"222","title":"Clone"},"223":{"body":"위의 예시로 돌아가서, consumer를 호출하기 전에 clone을 사용하여 새로운 String 인스턴스를 생성할 수 있습니다: fn consumer(s: String) { /* */ } fn example() { let mut s = String::from(\"hello\"); let t = s.clone(); consumer(t); s.push_str(\", world!\"); // 오류 없음\n} s의 소유권을 consumer에 부여하는 대신, 새로운 String을 생성하고(s를 복제하여) 이를 대신 consumer에 제공합니다. s는 consumer를 호출한 후에도 유효하고 사용 가능한 상태로 유지됩니다.","breadcrumbs":"Traits » Clone 트레잇 » 사용 사례","id":"223","title":"사용 사례"},"224":{"body":"위 예제에서 메모리에서 무슨 일이 일어났는지 살펴봅시다. let mut s: String::from(\"hello\");가 실행되면, 메모리는 다음과 같습니다: s +---------+--------+----------+\nStack | pointer | length | capacity | | | | 5 | 5 | +--|------+--------+----------+ | | v +---+---+---+---+---+\nHeap: | H | e | l | l | o | +---+---+---+---+---+ let t = s.clone()이 실행되면 데이터 복사본을 저장하기 위해 완전히 새로운 영역이 힙에 할당됩니다: s t +---------+--------+----------+ +---------+--------+----------+\nStack | pointer | length | capacity | | pointer | length | capacity | | | | 5 | 5 | | | | 5 | 5 | +--|------+--------+----------+ +--|------+--------+----------+ | | | | v v +---+---+---+---+---+ +---+---+---+---+---+\nHeap: | H | e | l | l | o | | H | e | l | l | o | +---+---+---+---+---+ +---+---+---+---+---+ Java와 같은 언어를 사용하는 경우 clone을 객체의 전체 복사본을 만드는 방법으로 생각할 수 있습니다.","breadcrumbs":"Traits » Clone 트레잇 » 메모리에서는","id":"224","title":"메모리에서는"},"225":{"body":"Clone 타입을 가능하게 만들려면 Clone 트레잇을 구현해야 합니다. 거의 항상 Clone은 파생 매크로로 구현합니다: #[derive(Clone)]\nstruct MyType { // 필드\n} 컴파일러는 예상대로 MyType에 대해 Clone을 구현합니다. 즉, MyType의 각 필드를 개별적으로 복제한 다음 복제된 필드를 사용하여 새로운 MyType 인스턴스를 구성합니다. cargo expand(또는 IDE)를 사용하여 파생 매크로에 의해 생성된 코드를 탐색할 수 있다는 점을 기억하세요.","breadcrumbs":"Traits » Clone 트레잇 » Clone 구현","id":"225","title":"Clone 구현"},"226":{"body":"이 섹션의 예제는 04_traits/11_clone 에 있습니다","breadcrumbs":"Traits » Clone 트레잇 » 예제","id":"226","title":"예제"},"227":{"body":"이전과 동일한 예를 약간 변형하여 살펴보겠습니다. 타입으로 String 대신 u32를 사용하는 것입니다. fn consumer(s: u32) { /* */ } fn example() { let s: u32 = 5; consumer(s); let t = s + 1;\n} 오류 없이 컴파일됩니다! 여기서 무슨 일이 일어나고 있는 걸까요? .clone() 없이도 작동하도록 하는 String과 u32의 차이점은 무엇일까요?","breadcrumbs":"Traits » Copy 트레잇 » 값 복사, pt. 2","id":"227","title":"값 복사, pt. 2"},"228":{"body":"Copy는 Rust의 표준 라이브러리에 정의된 또 다른 트레잇입니다: pub trait Copy: Clone { } 이는 Sized와 마찬가지로 마커 트레잇입니다. 타입이 Copy를 구현하는 경우 해당 타입의 새 인스턴스를 생성하기 위해 .clone()을 호출할 필요가 없습니다. Rust가 이를 암시적으로 수행합니다. u32는 Copy를 구현하는 타입의 예입니다. 이것이 위의 예가 오류 없이 컴파일되는 이유입니다. consumer(s)가 호출되면 Rust가 s를 비트 단위 복사 해 새로운 u32 인스턴스를 생성합니다. 그리고 그 새 인스턴스를 consumer에 전달합니다. 이 모든 일은 사용자가 아무것도 하지 않아도 이루어집니다.","breadcrumbs":"Traits » Copy 트레잇 » Copy","id":"228","title":"Copy"},"229":{"body":"Copy는 \"자동 복제\"를 의미하지만 \"자동 복제\"와 동일하지 않습니다. Copy 구현을 허용하려면 타입이 몇 가지 요구 사항을 충족해야 합니다. 우선 Copy는 Clone의 하위 특성이므로 Clone을 구현해야 합니다. 이는 말이 됩니다: Rust가 암시적으로 타입의 새 인스턴스를 생성할 수 있다면 .clone()을 호출하여 명시적으로 새 인스턴스를 생성할 수도 있어야 합니다. 하지만 그게 전부는 아닙니다. 몇 가지 조건이 더 충족되어야 합니다: 타입이 메모리에서 차지하는 std::mem::size_of 바이트를 초과하는 추가 리소스(예: 힙 메모리, 파일 핸들 등)를 관리하지 않아야합니다. 타입이 변경 가능한 참조(&mut T)가 아니어야합니다. 두 조건이 모두 충족되면 Rust는 원래 인스턴스의 비트 복사 를 수행하여 해당 타입의 새 인스턴스를 안전하게 생성할 수 있습니다. 이는 C 표준 라이브러리의 memcpy 작업이라고도 합니다. 비트 단위 복사를 수행합니다.","breadcrumbs":"Traits » Copy 트레잇 » Copy란 무엇일까요?","id":"229","title":"Copy란 무엇일까요?"},"23":{"body":"하지만 Rust의 모든 값에는 유형이 있습니다. 그렇다면... '42'의 타입은 무엇일까요? Rust 컴파일러는 리터럴이 사용되는 방식에 따라 리터럴의 타입을 추론하려고 시도합니다. 컨텍스트를 제공하지 않으면 컴파일러는 정수 리터럴에 대해 기본적으로 i32를 사용합니다. 다른 타입을 사용하려면 원하는 정수 타입을 접미사로 추가할 수 있습니다. '2u64'는 명시적으로 'u64'라고 정해진 2입니다.","breadcrumbs":"A Basic Calculator » 정수 » 타입 어노테이션 리터럴","id":"23","title":"타입 어노테이션 리터럴"},"230":{"body":"String은 Copy를 구현하지 않는 타입입니다. 왜일까요? 추가 리소스, 즉 문자열의 데이터를 저장하는 힙 할당 메모리 버퍼를 관리하기 때문입니다. Rust가 String이 Copy를 구현하도록 허용했다고 상상해 봅시다. 그런 다음 원본 인스턴스의 비트 단위 복사를 수행하여 새 String 인스턴스가 생성되면 원본 인스턴스와 새 인스턴스 모두 동일한 메모리 버퍼를 가리킵니다: s copied_s\n+---------+--------+----------+ +---------+--------+----------+\n| pointer | length | capacity | | pointer | length | capacity |\n| | | 5 | 5 | | | | 5 | 5 |\n+--|------+--------+----------+ +--|------+--------+----------+ | | | | v | +---+---+---+---+---+ | | H | e | l | l | o | | +---+---+---+---+---+ | ^ | | | +------------------------------------+ 이건 잘못되었습니다! 두 String 인스턴스 모두 스코프를 벗어날 때 메모리 버퍼를 해제하려고 시도하여 더블 프리 오류가 발생합니다. 또한 동일한 메모리 버퍼를 가리키는 두 개의 서로 다른 &mut String 참조를 생성하여 Rust의 차용 규칙을 위반할 수도 있습니다.","breadcrumbs":"Traits » Copy 트레잇 » 사례 연구 1: String","id":"230","title":"사례 연구 1: String"},"231":{"body":"u32는 Copy를 구현합니다. 실제로 모든 정수 타입이 그렇습니다. 정수는 메모리의 숫자를 나타내는 \"그냥\" 바이트입니다. 그게 전부입니다! 해당 바이트를 복사하면 완벽하게 유효한 또 다른 정수 인스턴스를 얻게 됩니다. 나쁜 일은 일어날 수 없으므로 Rust는 그것을 허용합니다.","breadcrumbs":"Traits » Copy 트레잇 » 사례 연구 2: u32","id":"231","title":"사례 연구 2: u32"},"232":{"body":"소유권과 변경 가능한 차용을 소개할 때 우리는 한 가지 규칙을 아주 명확하게 명시했습니다. 즉, 주어진 시간에 값의 변경 가능한 차용은 _하나_만 있을 수 있다는 것입니다. 이것이 u32가 Copy를 구현하더라도 &mut u32는 Copy를 구현하지 않는 이유입니다. &mut u32가 Copy를 구현한 경우 동일한 값에 대한 여러 개의 변경 가능한 참조를 생성하고 동시에 여러 위치에서 수정할 수 있습니다. 그것은 Rust의 차용 규칙을 위반하는 것입니다! 따라서 &mut T는 T가 무엇이든 관계없이 Copy를 구현하지 않습니다.","breadcrumbs":"Traits » Copy 트레잇 » 사례 연구 3: &mut u32","id":"232","title":"사례 연구 3: &mut u32"},"233":{"body":"대부분의 경우 Copy를 수동으로 구현할 필요가 없습니다. 다음과 같이 파생시킬 수 있습니다: #[derive(Copy, Clone)]\nstruct MyStruct { field: u32,\n}","breadcrumbs":"Traits » Copy 트레잇 » Copy 구현","id":"233","title":"Copy 구현"},"234":{"body":"이 섹션의 예제는 04_traits/12_copy 에 있습니다","breadcrumbs":"Traits » Copy 트레잇 » 예제","id":"234","title":"예제"},"235":{"body":"소멸자 를 소개했을 때 drop 함수에 대해 언급했습니다: 해당 타입이 차지하는 메모리를 회수합니다(예: std::mem::size_of 바이트). 값이 관리할 수 있는 추가 리소스를 정리합니다(예: String의 힙 버퍼). Step 2.는 Drop 트레잇이 필요한 곳입니다. pub trait Drop { fn drop(&mut self);\n} Drop 트레잇은 컴파일러가 자동으로 수행하는 것 이상으로 타입에 대한 추가 정리 논리를 정의하는 메커니즘입니다. 'drop' 메서드에 무엇을 넣었든 값이 스코프를 벗어나면 실행됩니다.","breadcrumbs":"Traits » Drop 트레잇 » Drop 트레잇","id":"235","title":"Drop 트레잇"},"236":{"body":"Copy 트레잇에 대해 이야기할 때, 메모리에서 차지하는 std::mem::size_of 바이트를 초과하는 추가 리소스를 관리하는 경우 타입은 Copy를 구현할 수 없다고 말했습니다. 타입이 추가 리소스를 관리하는지 여부를 컴파일러가 어떻게 알 수 있는지 궁금할 것입니다. 맞습니다: Drop 트레잇 구현입니다! 타입에 명시적인 Drop 구현이 있는 경우 컴파일러는 타입에 추가 리소스가 첨부되어 있다고 가정하고 Copy 구현을 허용하지 않습니다. // 이것은 단위 구조체, 즉 필드가 없는 구조체입니다.\n#[derive(Clone, Copy)]\nstruct MyType; impl Drop for MyType { fn drop(&mut self) { // 여기서는 아무것도 할 필요가 없습니다. // \"빈\" Drop 구현만 있으면 충분합니다. }\n} 컴파일러는 다음 오류 메시지를 표시합니다: error[E0184]: the trait `Copy` cannot be implemented for this type; the type has a destructor --> src/lib.rs:2:17 |\n2 | #[derive(Clone, Copy)] | ^^^^ `Copy` not allowed on types with destructors","breadcrumbs":"Traits » Drop 트레잇 » Drop과 Copy","id":"236","title":"Drop과 Copy"},"237":{"body":"이 섹션의 예제는 04_traits/13_drop 에 있습니다","breadcrumbs":"Traits » Drop 트레잇 » 예제","id":"237","title":"예제"},"238":{"body":"우리는 이번 장에서 꽤 많은 다른 트레잇들을 다루었습니다. 하지만 우리는 표면적인 부분만 살펴봤습니다! 기억할 것이 많다고 느껴질 수도 있지만 걱정하지 마십시오. Rust 코드를 작성할 때 이러한 트레잇을 아주 많이 접하게 되므로 곧 본능이 될 것입니다.","breadcrumbs":"Traits » 마무리 » 마무리","id":"238","title":"마무리"},"239":{"body":"트레잇은 강력하지만 남용하지 마십시오. 명심해야 할 몇 가지 지침: 항상 단일 타입으로 호출되는 함수를 제네릭 함수로 만들지 마십시오. 코드베이스에 간접 참조가 도입되어 이해하고 유지 관리가 더 어려워집니다. 구현이 하나만 있는 경우 트레잇을 생성하지 마세요. 트레잇이 필요하지 않다는 신호입니다. 필요할 때마다 타입에 대한 표준 특성을 구현하십시오(Debug, PartialEq 등). 이는 타입을 더욱 관용적이고 작업하기 쉽게 만들어 표준 라이브러리 및 생태계 상자에서 제공하는 많은 기능을 사용할 수 있게 합니다. 외부 생태계의 기능이 필요한 경우 외부 크레이트의 트레잇을 구현하세요. 테스트에서 mock만을 위해 코드를 일반화하지 않도록 주의하세요. 이 접근 방식의 유지 관리 비용은 높을 수 있으므로 다른 테스트 전략을 사용하는 것이 더 나은 경우가 많습니다. 고충실도 테스트에 대한 자세한 내용은 testing masterclass 를 확인하세요.","breadcrumbs":"Traits » 마무리 » 생각 정리","id":"239","title":"생각 정리"},"24":{"body":"밑줄 '_'을 사용하면 큰 숫자의 가독성을 높일 수 있습니다. 예를 들어 '1_000_000'은 '1000000'과 동일합니다.","breadcrumbs":"A Basic Calculator » 정수 » 리터럴에서의 밑줄","id":"24","title":"리터럴에서의 밑줄"},"240":{"body":"계속 진행하기 전에 마지막 예제을 통해 배운 내용을 통합해 보겠습니다. 이번에는 최소한의 지침만 제공됩니다. 예제 설명과 가이드할 테스트만 제공됩니다.","breadcrumbs":"Traits » 마무리 » 지식 테스트","id":"240","title":"지식 테스트"},"241":{"body":"이 섹션의 예제는 04_traits/14_outro 에 있습니다","breadcrumbs":"Traits » 마무리 » 예제","id":"241","title":"예제"},"242":{"body":"이전 장에서 작업한 Ticket 구조체는 좋은 시작이지만 여전히 \"나는 초보자 Rustacean입니다!\"라고 티를 냅니다. 우리는 이 장에서 Rust 도메인 모델링 기술을 개선할 것입니다. 그 과정에서 몇 가지 개념을 더 소개해야 합니다: 데이터 모델링을 위한 Rust의 가장 강력한 기능 중 하나인 enum Null 허용 값을 모델링하는 Option 타입 복구 가능한 오류를 모델링하기 위한 Result 타입 프린트용 Debug 및 Display 트레잇 오류 타입을 표시하는 Error 트레잇 오류가 있는 변환을 위한 TryFrom과 TryInto 트레잇 Rust의 패키지 시스템, 라이브러리가 무엇인지, 바이너리가 무엇인지, 외부 크레이트를 사용하는 방법을 설명합니다","breadcrumbs":"Ticket v2 » Ticket 모델링, pt. 2","id":"242","title":"Ticket 모델링, pt. 2"},"243":{"body":"이 섹션의 예제는 05_ticket_v2/00_intro 에 있습니다","breadcrumbs":"Ticket v2 » 예제","id":"243","title":"예제"},"244":{"body":"이전 장에서 작성한 유효성 검사 로직에 따르면 티켓에는 To-Do, InProgress, Done 등 몇 가지 유효한 상태만 있습니다. Ticket 구조체의 status 필드나 new 메소드의 status 매개변수 타입을 보면 이는 명확하지 않습니다: #[derive(Debug, PartialEq)]\npub struct Ticket { title: String, description: String, status: String,\n} impl Ticket { pub fn new(title: String, description: String, status: String) -> Self { // [...] }\n} 두 경우 모두 status 필드를 나타내기 위해 String을 사용하고 있습니다. String은 매우 일반적인 타입입니다. status 필드에 가능한 값이 제한되어 있다는 정보를 직관적으로 알려주지 않습니다. 더 나쁜 것은 Ticket::new 호출자는 자신이 제공한 상태가 유효한지 런타임 에서만 알아낼 수 있다는 것입니다. 열거 를 사용하면 그보다 더 나은 작업을 수행할 수 있습니다.","breadcrumbs":"Ticket v2 » 열거형(Enums) » 열거","id":"244","title":"열거"},"245":{"body":"열거형은 variants 이라고 불리는 고정된 값 집합을 가질 수 있는 타입입니다. Rust에서는 enum 키워드를 사용하여 열거형을 정의합니다: enum Status { ToDo, InProgress, Done,\n} enum은 struct와 마찬가지로 새로운 Rust 타입 을 정의합니다.","breadcrumbs":"Ticket v2 » 열거형(Enums) » enum","id":"245","title":"enum"},"246":{"body":"이 섹션의 예제는 05_ticket_v2/01_enum 에 있습니다","breadcrumbs":"Ticket v2 » 열거형(Enums) » 예제","id":"246","title":"예제"},"247":{"body":"열거형을 사용하여 실제로 할 수 있는 작업이 무엇인지 궁금하실 것입니다. 가장 일반적인 작업은 match 입니다. enum Status { ToDo, InProgress, Done\n} impl Status { fn is_done(&self) -> bool { match self { Status::Done => true, // `|` 연산자를 사용하면 여러 패턴을 일치시킬 수 있습니다. // \"`Status::ToDo` 또는 `Status::InProgress`\"로 인식합니다. Status::InProgress | Status::ToDo => false } }\n} match 문은 러스트 값을 여러 패턴과 비교할 수 있는 구문입니다. 타입 수준에서 볼 때, 이는 if문으로 볼 수 있습니다. 만약 status가 Done 배리언트라면 첫 번째 블록을 실행하고, InProgress 또는 ToDo 배리언트라면 두 번째 블록을 실행합니다.","breadcrumbs":"Ticket v2 » 분기: match » match","id":"247","title":"match"},"248":{"body":"여기에는 한 가지 중요한 세부 사항이 있습니다: match는 완전 하다는 것입니다. 모든 열거형 배리언트를 처리해야 합니다. 배리언트 처리를 깜빡하면 Rust는 컴파일 타임 에 오류로 인해 중지됩니다. 예: ToDo 배리언트를 처리하는 것을 깜빡한 경우: match self { Status::Done => true, Status::InProgress => false,\n} 컴파일러는 다음과 같이 불평할 것입니다: error[E0004]: non-exhaustive patterns: `ToDo` not covered --> src/main.rs:5:9 |\n5 | match status { | ^^^^^^^^^^^^ pattern `ToDo` not covered 이건 큰일이에요! 코드베이스는 시간이 지남에 따라 발전합니다. Blocked같은 새로운 상태를 추가할 수도 있습니다. Rust 컴파일러는 새로운 배리언트에 대한 로직이 누락된 모든 match 문에 대해 오류를 내보냅니다. 이것이 바로 Rust 개발자들이 종종 \"컴파일러 중심 리팩토링\"을 칭찬하는 이유입니다. 컴파일러는 다음에 수행할 작업을 알려주고, 알려준 작업을 수행하기만 하면 됩니다.","breadcrumbs":"Ticket v2 » 분기: match » 철저함","id":"248","title":"철저함"},"249":{"body":"하나 이상의 배리언트에 관심이 없다면 _ 패턴을 포괄적으로 사용할 수 있습니다: match status { Status::Done => true, _ => false\n} _ 패턴은 이전 패턴과 일치하지 않는 모든 항목과 일치합니다.","breadcrumbs":"Ticket v2 » 분기: match » Catch-all","id":"249","title":"Catch-all"},"25":{"body":"Rust는 정수에 대해 다음과 같은 산술 연산자 [2] 를 지원합니다: + 더하기 - 빼기 * 곱하기 / 나누기 % 나머지 이러한 연산자의 우선순위 및 결합성 규칙은 수학과 동일합니다. 괄호를 사용하여 기본 우선 순위를 재정의할 수 있습니다. 예: 2 * (3 + 4). ⚠️ 경고 나누기 연산자 '/'는 정수 유형과 함께 사용될 때 정수 나누기를 수행합니다. 즉. 결과는 0쪽으로 잘립니다. 예를 들어 '5/2'는 '2.5'가 아니라 '2'입니다.","breadcrumbs":"A Basic Calculator » 정수 » 산술 연산자","id":"25","title":"산술 연산자"},"250":{"body":"이 섹션의 예제는 05_ticket_v2/02_match 에 있습니다","breadcrumbs":"Ticket v2 » 분기: match » 예제","id":"250","title":"예제"},"251":{"body":"enum Status { ToDo, InProgress, Done,\n} 우리의 Status 열거형은 일반적으로 C 스타일 열거형 이라고 불리는 것입니다. 각 변형은 명명된 상수와 약간 유사한 간단한 레이블입니다. C, C++, Java, C#, Python 등과 같은 많은 프로그래밍 언어에서 이러한 종류의 열거형을 찾을 수 있습니다. Rust 열거형은 더 나아갈 수 있습니다. 각 배리언트에 데이터를 첨부 할 수 있습니다.","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 배리언트는 데이터를 가질 수 있습니다","id":"251","title":"배리언트는 데이터를 가질 수 있습니다"},"252":{"body":"현재 티켓 작업을 하고 있는 사람의 이름을 저장하고 싶다고 가정해 보겠습니다. 티켓이 진행 중인 경우에만 이 정보를 얻을 수 있습니다. 할 일 티켓이나 완료된 티켓에는 존재하지 않습니다. InProgress 배리언트에 String 필드를 연결하여 이를 모델링할 수 있습니다: enum Status { ToDo, InProgress { assigned_to: String, }, Done,\n} InProgress는 이제 구조체 유사 배리언트 입니다. 실제로 구문은 구조체를 정의하는 데 사용한 구문을 사용합니다. 즉, 배리언트로 열거형 내부에 \"인라인\"되어 있을 뿐입니다.","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 배리언트","id":"252","title":"배리언트"},"253":{"body":"Status 인스턴스의 assigned_to에 액세스하려고 하면, let status: Status = /* */; // 컴파일되지 않습니다\nprintln!(\"Assigned to: {}\", status.assigned_to); 컴파일러가 우리를 막을 것입니다: error[E0609]: no field `assigned_to` on type `Status` --> src/main.rs:5:40 |\n5 | println!(\"Assigned to: {}\", status.assigned_to); | ^^^^^^^^^^^ unknown field assigned_to는 특정 배리언트 에 대한 것이므로 모든 Status 인스턴스에서 사용할 수는 없습니다. assigned_to에 액세스하려면 패턴 매칭 을 사용해야 합니다: match status { Status::InProgress { assigned_to } => { println!(\"Assigned to: {}\", assigned_to); }, Status::ToDo | Status::Done => { println!(\"Done\"); }\n}","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 배리언트 데이터에 액세스","id":"253","title":"배리언트 데이터에 액세스"},"254":{"body":"Status::InProgress { assigned_to }매치 패턴에서, assigned_to는 바인딩 입니다. 우리는 Status::InProgress 배리언트를 구조 분해 하고 assigned_to 필드를 assigned_to라는 새 변수에 바인딩합니다. 원한다면 필드를 다른 변수 이름에 바인딩할 수 있습니다: match status { Status::InProgress { assigned_to: person } => { println!(\"Assigned to: {}\", person); }, Status::ToDo | Status::Done => { println!(\"Done\"); }\n}","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 바인딩","id":"254","title":"바인딩"},"255":{"body":"이 섹션의 예제는 05_ticket_v2/03_variants_with_data 에 있습니다","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 예제","id":"255","title":"예제"},"256":{"body":"이전 예제에 대한 솔루션은 아마도 다음과 같을 것입니다: impl Ticket { pub fn assigned_to(&self) -> &str { match &self.status { Status::InProgress { assigned_to } => assigned_to, Status::Done | Status::ToDo => { panic!(\"`In-Progress` 티켓만 누군가에게 할당될 수 있습니다\"), } } }\n} 우린 Status::InProgress 배리언트에만 관심이 있습니다. 꼭 다른 모든 배리언트를 매칭해야할까요? 우리를 구원할 새로운 친구입니다!","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » 간결한 분기","id":"256","title":"간결한 분기"},"257":{"body":"if let 구조를 사용하면 다른 모든 배리언트를 처리할 필요 없이 열거형의 단일 배리언트를 매칭할 수 있습니다. assigned_to 메서드를 단순화하기 위해 if let을 사용하는 방법은 다음과 같습니다: impl Ticket { pub fn assigned_to(&self) -> &str { if let Status::InProgress { assigned_to } = &self.status { assigned_to } else { panic!(\"`In-Progress` 티켓만 누군가에게 할당될 수 있습니다\"); } }\n}","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » if let","id":"257","title":"if let"},"258":{"body":"else 분기가 일찍 반환되도록 의도된 경우(패닉은 조기 반환으로 간주됩니다!) let/else 구문을 사용할 수 있습니다: impl Ticket { pub fn assigned_to(&self) -> &str { let Status::InProgress { assigned_to } = &self.status else { panic!(\"`In-Progress` 티켓만 누군가에게 할당될 수 있습니다\"); }; assigned_to }\n} 이를 통해 \"오른쪽 드리프트\"를 발생시키지 않고 구조 해제된 변수를 할당할 수 있습니다. 즉, 변수는 이전 코드와 동일한 들여쓰기 수준에서 할당됩니다.","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » let/else","id":"258","title":"let/else"},"259":{"body":"if let과 let/else는 둘 다 관용적인 Rust 구문입니다. 코드의 가독성을 높이기 위해 적절하다고 생각되는 대로 사용하되, 너무 과도하게 사용하지 마세요. match는 항상 필요할 때 그 자리에 있으니까요.","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » 스타일","id":"259","title":"스타일"},"26":{"body":"이전 연습에서 논의한 것처럼 Rust는 정적으로 타입이 지정된 언어입니다. 특히 Rust는 타입 강제에 대해 상당히 엄격합니다. 타입 변환이 무손실이더라도 자동으로 값을 한 타입에서 다른 타입으로 변환 [3] 하지 않습니다. 명시적으로 해야 합니다. 예를 들어, 모든 u8 값이 유효한 u32 값이더라도 u32 타입에 u8타입의 값을 할당할 수 없습니다: let b: u8 = 100;\nlet a: u32 = b; 컴파일 오류가 발생합니다: error[E0308]: mismatched types |\n3 | let a: u32 = b; | --- ^ expected `u32`, found `u8` | | | expected due to this | 이 코스의 뒷부분 에서 타입 간 변환 방법을 살펴보겠습니다.","breadcrumbs":"A Basic Calculator » 정수 » 자동 타입 변환 없음","id":"26","title":"자동 타입 변환 없음"},"260":{"body":"이 섹션의 예제는 05_ticket_v2/04_if_let 에 있습니다","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » 예제","id":"260","title":"예제"},"261":{"body":"assigned 메소드의 구현은 상당히 무뚝뚝합니다. to-do 상태의 티켓과 완료된 티켓에 대해 패닉하는 것은 이상적이지 않습니다. Rust의 Option 타입 을 사용하면 더 나은 결과를 얻을 수 있습니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » Null 가능성(Nullability)","id":"261","title":"Null 가능성(Nullability)"},"262":{"body":"Option은 nullable 값 을 나타내는 Rust 타입입니다. 이것은 Rust의 표준 라이브러리에 정의된 열거형입니다: enum Option<T> { Some(T), None,\n} Option은 값이 존재할 수도 있고(Some(T)) 없을 수도 있다는(None) 아이디어를 인코딩합니다. 또한 두 경우를 모두 명시적으로 처리 해야 합니다. Null 허용 값으로 작업하고 None 사례를 처리하는 것을 잊은 경우 컴파일러 오류가 발생합니다. 이는 null 확인을 잊어버려 런타임 오류를 유발할 수 있는 다른 언어의 \"암시적\" null 허용 여부에 비해 크게 개선된 것입니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » Option","id":"262","title":"Option"},"263":{"body":"Option의 정의는 이전에 본 적이 없는 Rust 구성인 튜플 유사 배리언트 를 사용합니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » Option의 정의","id":"263","title":"Option의 정의"},"264":{"body":"Option에는 Some(T)과 None이라는 두 가지 배리언트가 있습니다. Some은 튜플 유사 배리언트 입니다. 이는 이름이 지정되지 않은 필드 를 가지는 배리언트입니다. 튜플형 배리언트는 저장할 단일 필드가 있을 때, 특히 Option과 같은 \"래퍼\" 타입에 자주 사용됩니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » 튜플 유사 배리언트","id":"264","title":"튜플 유사 배리언트"},"265":{"body":"이는 열거형에만 국한되지 않습니다. 튜플 유사 구조체도 정의할 수 있습니다: struct Point(i32, i32); 그런 다음 위치 인덱스를 사용하여 Point 인스턴스의 두 필드에 액세스할 수 있습니다: let point = Point(3, 4);\nlet x = point.0;\nlet y = point.1;","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » 튜플 유사 구조체","id":"265","title":"튜플 유사 구조체"},"266":{"body":"아직 튜플을 본 적이 없는데 뭔가가 튜플과 비슷하다고 말하는 것은 이상합니다! 튜플은 원시 Rust 타입의 또 다른 예입니다. (잠재적으로 다른) 타입을 사용하여 고정된 개수의 값을 그룹화합니다: // 두 개의 값, 동일한 타입\nlet first: (i32, i32) = (3, 4);\n// 세 가지 값, 다른 타입\nlet second: (i32, u32, u8) = (-42, 3, 8); 문법은 간단합니다. 괄호 안에 값 타입을 쉼표로 구분하여 나열합니다. 점 표기법과 필드 인덱스를 사용하여 튜플의 필드에 액세스할 수 있습니다: assert_eq!(second.0, -42);\nassert_eq!(second.1, 3);\nassert_eq!(second.2, 8); 튜플은 전용 구조체 타입을 정의할 필요가 없을 때 값을 그룹화하는 편리한 방법입니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » 튜플","id":"266","title":"튜플"},"267":{"body":"이 섹션의 예제는 05_ticket_v2/05_nullability 에 있습니다","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » 예제","id":"267","title":"예제"},"268":{"body":"이전 예제의 Ticket::new 함수를 다시 살펴보겠습니다: impl Ticket { pub fn new(title: String, description: String, status: Status) -> Ticket { if title.is_empty() { panic!(\"Title cannot be empty\"); } if title.len() > 50 { panic!(\"Title cannot be longer than 50 bytes\"); } if description.is_empty() { panic!(\"Description cannot be empty\"); } if description.len() > 500 { panic!(\"Description cannot be longer than 500 bytes\"); } Ticket { title, description, status, } }\n} 검사 중 하나가 실패하자마자 함수는 패닉 상태가 됩니다. 이는 호출자에게 오류를 처리 할 기회를 주지 않기 때문에 이상적이지 않습니다. 이제 오류 처리를 위한 Rust의 주요 메커니즘인 Result 타입을 소개할 시간입니다.","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » 실패 가능성(Fallibility)","id":"268","title":"실패 가능성(Fallibility)"},"269":{"body":"Result 타입은 표준 라이브러리에 정의된 열거형입니다: enum Result<T, E> { Ok(T), Err(E),\n} 여기에는 두 가지 배리언트가 있습니다: Ok(T): 성공적인 작업을 나타냅니다. 연산의 결과인 T를 가집니다. Err(E): 실패한 작업을 나타냅니다. 발생한 오류인 E를 가집니다. Ok와 Err은 모두 일반적이므로 성공 및 오류 사례에 대해 고유한 타입을 지정할 수 있습니다.","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » Result 타입","id":"269","title":"Result 타입"},"27":{"body":"공식 Rust book의 정수 타입 섹션 비트는 컴퓨터의 가장 작은 데이터 단위입니다. '0' 또는 '1'의 두 가지 값만 가질 수 있습니다. Rust에서는 사용자 정의 연산자를 정의할 수 없지만 내장 연산자의 작동 방식을 제어할 수 있습니다. 나중에 Trait에 대해 다룬 후 연산자 오버로딩에 대해 설명하겠습니다. 이 규칙에는 주로 참조, 스마트 포인터 및 인체 공학과 관련된 몇 가지 예외가 있습니다. 이에 대해서는 나중에 다루겠습니다. 그 전까지는 \"모든 타입 변환이 명시적\"이라는 정신이 도움이 될 것입니다.","breadcrumbs":"A Basic Calculator » 정수 » 읽을거리","id":"27","title":"읽을거리"},"270":{"body":"Rust에서 복구 가능한 오류는 값으로 표시 됩니다. 이는 단지 타입의 인스턴스일 뿐이며 다른 값처럼 전달되고 조작됩니다. 이는 오류를 알리기 위해 예외 를 사용하는 Python이나 C# 등의 다른 언어와는 상당한 차이가 있습니다. 예외는 추론하기 어려울 수 있는 별도의 제어 흐름 경로를 생성합니다. 함수의 시그니처만 보면 예외가 발생할 수 있는지 여부를 알 수 없습니다. 함수의 시그니처만 보면 어떤 예외 타입이 발생할 수 있는지 알 수 없습니다. 알아내려면 함수의 문서를 읽거나 구현을 살펴봐야 합니다. 예외 처리 로직은 지역성이 매우 낮습니다. 예외를 발생시키는 코드는 예외를 포착하는 코드에서 멀리 떨어져 있으며 둘 사이에는 직접적인 링크가 없습니다.","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » 예외 없음","id":"270","title":"예외 없음"},"271":{"body":"Rust는 Result를 사용하여 함수 시그니처의 오류 가능성 을 인코딩하도록 강제합니다. 함수가 실패할 수 있는 경우(그리고 호출자가 오류를 처리하도록 하려는 경우) Result를 반환해야 합니다. // 시그니처만 봐도 이 함수가 실패할 수 있다는 것을 알 수 있습니다.\n// `ParseIntError`를 확인해 어떤 종류의 실패가 예상되는지 알 수 있습니다.\nfn parse_int(s: &str) -> Result<i32, ParseIntError> { // ...\n} 이것이 Result의 가장 큰 장점입니다. 즉, 오류 가능성을 명시적으로 만들어줍니다. 하지만 패닉이 존재한다는 점을 명심하십시오. 다른 언어의 예외와 마찬가지로 타입 시스템으로 추적되지 않습니다. 그러나 복구할 수 없는 오류 를 위한 것이므로 드물게 사용해야 합니다.","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » 오류 가능성은 타입 시스템에 인코딩되어 있습니다","id":"271","title":"오류 가능성은 타입 시스템에 인코딩되어 있습니다"},"272":{"body":"이 섹션의 예제는 05_ticket_v2/06_fallibility 에 있습니다","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » 예제","id":"272","title":"예제"},"273":{"body":"Ticket::new는 이제 유효하지 않은 입력에 패닉하는 대신 Result를 반환합니다. 이는 호출하는 입장에서 무엇을 의미할까요?","breadcrumbs":"Ticket v2 » Unwrap » 언랩핑","id":"273","title":"언랩핑"},"274":{"body":"예외와 달리 Rust의 Result는 호출한 곳에서 오류를 처리 하도록 강제합니다. Result를 반환하는 함수를 호출하면 Rust는 에러 케이스를 암시적으로 무시하는 것을 허용하지 않습니다. fn parse_int(s: &str) -> Result<i32, ParseIntError> { // ...\n} // 컴파일되지 않습니다. 에러 케이스를 처리하지 않았습니다.\n// 성공 값을 \"언랩\"하거나 오류를 처리하려면 `match` 또는 `Result`에서 제공하는\n// 결합자 중 하나를 사용해야 합니다.\nlet number = parse_int(\"42\") + 2;","breadcrumbs":"Ticket v2 » Unwrap » 실패는 (암시적으로) 무시될 수 없습니다","id":"274","title":"실패는 (암시적으로) 무시될 수 없습니다"},"275":{"body":"Result를 반환하는 함수를 호출할 때 두 가지 주요 옵션이 있습니다: 작업이 실패하면 패닉이 발생합니다. 이는 unwrap 또는 expect 메소드를 사용하여 수행됩니다. // `parse_int`가 `Err`을 반환하면 패닉이 발생합니다.\nlet number = parse_int(\"42\").unwrap();\n// `expect`를 사용하면 사용자 정의 패닉 메시지를 지정할 수 있습니다.\nlet number = parse_int(\"42\").expect(\"Failed to parse integer\"); 에러 케이스를 명시적으로 처리하려면 match 표현식을 사용하여 Result를 구조 해제하세요. match parse_int(\"42\") { Ok(number) => println!(\"Parsed number: {}\", number), Err(err) => eprintln!(\"Error: {}\", err),\n}","breadcrumbs":"Ticket v2 » Unwrap » Result가 나왔습니다. 이걸로 뭘 할 수 있을까요?","id":"275","title":"Result가 나왔습니다. 이걸로 뭘 할 수 있을까요?"},"276":{"body":"이 섹션의 예제는 05_ticket_v2/07_unwrap 에 있습니다","breadcrumbs":"Ticket v2 » Unwrap » 예제","id":"276","title":"예제"},"277":{"body":"이전 예제에 대한 솔루션이 어색하게 느껴질 수 있습니다. 문자열 매칭은 이상적이지 않습니다! 동료가 Ticket::new에서 반환된 오류 메시지를 재작업할 수 있으며(예: 가독성을 높이기 위해) 갑자기 호출하는 코드가 중단될 수 있습니다. 당신은 이 문제를 해결하는 데 필요한 메커니즘을 이미 알고 있습니다: 열거형!","breadcrumbs":"Ticket v2 » Error 열거형 » Error 열거형","id":"277","title":"Error 열거형"},"278":{"body":"발생한 특정 오류에 따라 호출자가 다르게 동작하도록 허용하려면 열거형을 사용하여 다양한 오류 사례를 나타낼 수 있습니다: // 문자열에서 `u32`를 구문 분석할 때 발생할 수 있는\n// 다양한 에러 케이스를 나타내는 오류 열거형입니다.\nenum U32ParseError { NotANumber, TooLarge, Negative,\n} 오류 열거형을 사용하여 타입 시스템의 다양한 에러 케이스를 인코딩합니다. 이는 오류가 있는 함수 시그니처의 일부가 됩니다. 이렇게 하면 호출자가 match 표현식을 사용하여 다양한 에러 케이스에 대응할 수 있으므로 호출자의 오류 처리가 단순화됩니다: match s.parse_u32() { Ok(n) => n, Err(U32ParseError::Negative) => 0, Err(U32ParseError::TooLarge) => u32::MAX, Err(U32ParseError::NotANumber) => { panic!(\"Not a number: {}\", s); }\n}","breadcrumbs":"Ticket v2 » Error 열거형 » 오류 처리","id":"278","title":"오류 처리"},"279":{"body":"이 섹션의 예제는 05_ticket_v2/08_error_enums 에 있습니다","breadcrumbs":"Ticket v2 » Error 열거형 » 예제","id":"279","title":"예제"},"28":{"body":"이 섹션의 예제는 02_basic_calculator/01_integers 에 있습니다","breadcrumbs":"A Basic Calculator » 정수 » 예제","id":"28","title":"예제"},"280":{"body":"","breadcrumbs":"Ticket v2 » Error 트레잇 » Error 트레잇","id":"280","title":"Error 트레잇"},"281":{"body":"이전 예제에서는 오류 메시지를 추출하고 이를 panic! 매크로에 전달하기 위해 TitleError 배리언트를 분해해야 했습니다. 이는 오류 보고 의 (초보적인) 예입니다. 오류 타입을 사용자, 서비스 운영자 또는 개발자에게 표시될 수 있는 표현으로 변환합니다. 각 Rust 개발자가 자신만의 오류 보고 전략을 생각해내는 것은 실용적이지 않습니다. 이는 시간 낭비일 뿐 아니라 프로젝트 전반에 걸쳐 잘 구성되지 않을 것입니다. 이것이 Rust가 std::error::Error 트레잇을 제공하는 이유입니다.","breadcrumbs":"Ticket v2 » Error 트레잇 » 오류 보고","id":"281","title":"오류 보고"},"282":{"body":"Result의 Err 배리언트 타입에는 제한이 없지만 Error 트레잇을 구현하는 타입을 사용하는 것이 좋습니다. Error는 Rust의 오류 처리 이야기의 초석입니다: // `Error` 트레잇의 정의를 약간 단순화했습니다\npub trait Error: Debug + Display {} Sized 트레잇에서 : 구문을 기억하실 수 있습니다. 이는 슈퍼 트레잇 을 지정하는 데 사용됩니다. Error에는 Debug와 Display라는 두 가지 슈퍼 트레잇이 있습니다. 타입이 Error를 구현하려는 경우 Debug 및 Display도 구현해야 합니다.","breadcrumbs":"Ticket v2 » Error 트레잇 » 'Error' 트레잇","id":"282","title":"'Error' 트레잇"},"283":{"body":"우리는 이전 예제에서 이미 Debug 트레잇을 접했습니다. 이는 어설션이 실패할 때 비교하는 변수의 값을 표시하기 위해 assert_eq!에서 사용하는 트레잇입니다. \"메카니컬한\" 관점에서 Display와 Debug는 동일합니다. 즉, 타입을 문자열과 같은 표현으로 변환하는 방법을 인코딩합니다: // `Debug`\npub trait Debug { fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>;\n} // `Display`\npub trait Display { fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>;\n} 차이점은 _목적_에 있습니다. Display는 \"최종 사용자\"를 위한 표현을 반환하는 반면, Debug는 개발자와 서비스 운영자에게 더 적합한 낮은 수준의 표현을 제공합니다. 이것이 바로 Debug가 #[derive(Debug)] 속성을 사용하여 자동으로 구현될 수 있는 반면, Display는 수동 구현이 필요 한 이유입니다.","breadcrumbs":"Ticket v2 » Error 트레잇 » Display와 Debug","id":"283","title":"Display와 Debug"},"284":{"body":"이 섹션의 예제는 05_ticket_v2/09_error_trait 에 잇습니다","breadcrumbs":"Ticket v2 » Error 트레잇 » 예제","id":"284","title":"예제"},"285":{"body":"TicketNewError에 대한 Error 트레잇을 구현하려면 약간의 코드가 필요하지 않습니까? 수동 Display 구현과 Error impl 블록. 사용자 정의 오류 타입 생성을 단순화하기 위해 절차적 매크로 를 제공하는 Rust 크레이트인 thiserror를 사용하여 상용구 중 일부를 제거할 수 있습니다. 하지만 우리는 앞서 나가고 있습니다. thiserror는 서드파티 크레이트이며, 이것이 우리의 첫 번째 디펜던시가 될 것입니다! 디펜던시에 대해 자세히 알아보기 전에 한 걸음 물러나 Rust의 패키징 시스템에 대해 이야기해 보겠습니다.","breadcrumbs":"Ticket v2 » 패키지 » 라이브러리와 바이너리","id":"285","title":"라이브러리와 바이너리"},"286":{"body":"Rust 패키지는 매니페스트 라고도 알려진 Cargo.toml 파일의 [package] 섹션에 의해 정의됩니다. [package] 내에서 이름이나 버전과 같은 패키지의 메타데이터를 설정할 수 있습니다. 이 섹션의 예제 디렉토리에 있는 Cargo.toml 파일을 확인해보세요!","breadcrumbs":"Ticket v2 » 패키지 » 패키지란?","id":"286","title":"패키지란?"},"287":{"body":"패키지 내부에는 targets 라고 하는 하나 이상의 크레이트 가 있을 수 있습니다. 가장 일반적인 두 가지 크레이트 타입은 바이너리 크레이트 와 라이브러리 크레이트 입니다.","breadcrumbs":"Ticket v2 » 패키지 » 크레이트란?","id":"287","title":"크레이트란?"},"288":{"body":"바이너리는 실행 파일 로 컴파일될 수 있는 프로그램입니다. 여기에는 프로그램의 진입점인 main이라는 함수가 포함되어야 합니다. 프로그램이 실행될 때 main이 호출됩니다.","breadcrumbs":"Ticket v2 » 패키지 » 바이너리","id":"288","title":"바이너리"},"289":{"body":"반면에 라이브러리는 자체적으로 실행될 수 없습니다. 라이브러리를 _실행_할 수는 없지만 라이브러리에 의존하는 다른 패키지에서 _해당 코드_를 가져올 수 있습니다. 라이브러리는 다른 패키지에서 디펜던시 으로 활용할 수 있는 코드(예: 함수, 타입 등)를 그룹화합니다. 지금까지 해결한 모든 연습 문제는 라이브러리로 구성되어 있으며 테스트 모음이 첨부되어 있습니다.","breadcrumbs":"Ticket v2 » 패키지 » 라이브러리","id":"289","title":"라이브러리"},"29":{"body":"Rust에서는 let 키워드를 사용하여 변수 를 선언할 수 있습니다. 예시: let x = 42; 위에서는 변수 x를 정의하고 값 42를 할당했습니다.","breadcrumbs":"A Basic Calculator » 변수 » 변수","id":"29","title":"변수"},"290":{"body":"Rust 패키지와 관련하여 염두에 두어야 할 몇 가지 규칙이 있습니다: 패키지의 소스 코드는 일반적으로 src 디렉토리에 있습니다. src/lib.rs 파일이 있으면 cargo는 패키지에 라이브러리 크레이트가 포함되어 있다고 추론합니다. src/main.rs 파일이 있으면 cargo는 패키지에 바이너리 크레이트가 포함되어 있다고 추론합니다. Cargo.toml 파일에서 대상을 명시적으로 선언하여 이러한 기본값을 재정의할 수 있습니다. 자세한 내용은 cargo 문서 를 참조하세요. 패키지에는 여러 크레이트가 포함될 수 있지만 라이브러리 크레이트는 하나만 포함될 수 있습니다.","breadcrumbs":"Ticket v2 » 패키지 » 컨벤션","id":"290","title":"컨벤션"},"291":{"body":"새로운 패키지를 생성하기 위해 cargo를 사용할 수 있습니다: cargo new my-binary 그러면 이름이 같은 새 Rust 패키지와 내부에 단일 바이너리 상자가 포함된 my-binary라는 새 폴더가 생성됩니다. 대신 라이브러리 크레이트를 생성하려면 --lib 플래그를 사용할 수 있습니다: cargo new my-library --lib","breadcrumbs":"Ticket v2 » 패키지 » 새 패키지 스캐폴딩하기","id":"291","title":"새 패키지 스캐폴딩하기"},"292":{"body":"이 섹션의 예제는 05_ticket_v2/10_packages 에 있습니다","breadcrumbs":"Ticket v2 » 패키지 » 예제","id":"292","title":"예제"},"293":{"body":"패키지는 Cargo.toml 파일의 [dependencies] 섹션에 나열하여 다른 패키지에 의존할 수 있습니다. 디펜던시를 지정하는 가장 일반적인 방법은 해당 이름과 버전을 제공하는 것입니다: [dependencies]\nthiserror = \"1\" 이렇게 하면 최소 버전 1.0.0과 함께 thiserror가 패키지에 대한 디펜던시로 추가됩니다. thiserror는 Rust의 공식 패키지 레지스트리인 crates.io 에서 가져옵니다. cargo build를 실행하면 cargo는 몇 가지 단계를 거칩니다: 의존성 해결 디펜던시 다운로드 프로젝트 컴파일(자신의 코드와 디펜던시) 프로젝트에 Cargo.lock 파일이 있고 매니페스트 파일이 변경되지 않은 경우 종속성 해결을 건너뜁니다. lockfile은 종속성 해결이 성공적으로 완료된 후 cargo에 의해 자동으로 생성됩니다. 여기에는 프로젝트에 사용된 모든 종속성의 정확한 버전이 포함되어 있으며 동일한 버전이 다양한 빌드(예: CI)에서 일관되게 사용되도록 하는 데 사용됩니다. . 여러 개발자와 함께 프로젝트를 진행하는 경우 Cargo.lock 파일을 버전 제어 시스템에 커밋해야 합니다. cargo update를 사용하여 Cargo.lock 파일을 모든 디펜던시의 최신(호환) 버전으로 업데이트할 수 있습니다.","breadcrumbs":"Ticket v2 » 디펜던시 » 디펜던시","id":"293","title":"디펜던시"},"294":{"body":"경로 를 사용하여 디펜던시를 지정할 수도 있습니다. 이는 여러 로컬 패키지를 작업할 때 유용합니다. [dependencies]\nmy-library = { path = \"../my-library\" } 경로는 디펜던시를 선언하는 패키지의 Cargo.toml 파일의 상대경로입니다.","breadcrumbs":"Ticket v2 » 디펜던시 » 경로 디펜던시","id":"294","title":"경로 디펜던시"},"295":{"body":"종속성을 가져올 수 있는 위치와 이를 Cargo.toml 파일에 지정하는 방법에 대한 자세한 내용은 Cargo 문서 를 확인하세요.","breadcrumbs":"Ticket v2 » 디펜던시 » 기타 소스","id":"295","title":"기타 소스"},"296":{"body":"개발에만 필요한 디펜던시을 지정할 수도 있습니다. 이것들은 cargo test를 실행할 때만 받아옵니다. Cargo.toml 파일의 [dev-dependents] 섹션에 들어갑니다: [dev-dependencies]\nstatic_assertions = \"1.1.0\" 우리는 테스트를 단축하기 위해 책 전반에 걸쳐 이들 중 몇 가지를 사용해 왔습니다.","breadcrumbs":"Ticket v2 » 디펜던시 » 개발용 디펜던시","id":"296","title":"개발용 디펜던시"},"297":{"body":"이 섹션의 예제는 05_ticket_v2/11_dependencies 에 있습니다","breadcrumbs":"Ticket v2 » 디펜던시 » 예제","id":"297","title":"예제"},"298":{"body":"좀 빙 둘러왔어요, 그렇죠? 하지만 꼭 필요한 것이었어요! 이제 다시 원래대로 돌아가 보겠습니다: 커스텀 에러 타입과 thiserror.","breadcrumbs":"Ticket v2 » thiserror » thiserror","id":"298","title":"thiserror"},"299":{"body":"우리는 커스텀 에러 타입에 대해 Error 트레잇을 \"수동으로\" 구현하는 방법을 살펴보았습니다. 코드베이스에 있는 대부분의 에러 타입에 대해 이 작업을 수행해야 한다고 상상해 보세요. 상용구가 너무 많죠, 그렇지않나요? 커스텀 에러 타입 생성을 단순화하기 위해 절차적 매크로 를 제공하는 Rust 크레이트인 thiserror를 사용하여 상용구 중 일부를 제거할 수 있습니다. #[derive(thiserror::Error, Debug)]\nenum TicketNewError { #[error(\"{0}\")] TitleError(String), #[error(\"{0}\")] DescriptionError(String),\n}","breadcrumbs":"Ticket v2 » thiserror » 커스텀 에러 타입","id":"299","title":"커스텀 에러 타입"},"3":{"body":"솔루션을 검증하기 위해 코스 내내 당신을 도와줄 도구를 제공합니다. wr CLI(\"워크숍 러너\"의 줄임말)입니다. 아래 명령을 사용하여 설치하세요: cargo install --locked workshop-runner 새 터미널에서 리포지토리의 최상위 폴더로 이동합니다. 코스를 시작하려면 wr 명령을 실행하세요: wr wr은 현재 연습에 대한 솔루션을 확인합니다. 현재 연습문제를 풀 때까지 다음 섹션으로 넘어가지 마세요. 과정을 진행하면서 솔루션을 Git에 커밋하는 것이 좋습니다. 그러면 진행 상황을 쉽게 추적하고 필요한 경우 특정 지점에서 \"다시 시작할\" 수 있습니다. 코스를 즐겨보세요!","breadcrumbs":"환영합니다 » wr, 워크숍 러너","id":"3","title":"wr, 워크숍 러너"},"30":{"body":"Rust의 모든 변수에는 타입이 있어야 합니다. 이는 컴파일러에 의해 유추되거나 개발자가 명시적으로 지정할 수 있습니다.","breadcrumbs":"A Basic Calculator » 변수 » 타입","id":"30","title":"타입"},"300":{"body":"지금까지 본 모든 derive 매크로는 Rust 표준 라이브러리에서 제공되었습니다. thiserror::Error는 타사 derive 매크로의 첫 번째 예입니다. derive 매크로는 컴파일 타임에 Rust 코드를 생성하는 방법인 절차적 매크로 의 하위 집합입니다. 이 과정에서는 절차적 매크로를 작성하는 방법에 대해 자세히 설명하지 않지만 직접 작성할 수 있다는 점을 아는 것이 중요합니다! 좀 더 고급 Rust 코스에서 다뤄볼만한 주제입니다.","breadcrumbs":"Ticket v2 » thiserror » 매크로를 직접 작성할 수 있습니다","id":"300","title":"매크로를 직접 작성할 수 있습니다"},"301":{"body":"각 절차적 매크로는 자체 문법을 정의할 수 있으며 이는 일반적으로 크레이트 문서에 설명되어 있습니다. thiserror의 경우 다음과 같습니다: #[derive(thiserror::Error)]: 이것은 thiserror의 도움을 받아 사용자 정의 오류 유형에 대한 Error 트레잇을 파생시키는 구문입니다. #[error(\"{0}\")]: 이는 커스텀 에러 타입의 각 배리언트에 대해 Display 구현을 정의하는 구문입니다. 오류가 표시되면 {0}은 배리언트(이 경우 String)의 0번째 필드로 대체됩니다.","breadcrumbs":"Ticket v2 » thiserror » 커스텀 문법","id":"301","title":"커스텀 문법"},"302":{"body":"이 섹션의 예제는 05_ticket_v2/12_thiserror 에 있습니다","breadcrumbs":"Ticket v2 » thiserror » 예제","id":"302","title":"예제"},"303":{"body":"이전 장에서 우리는 무결한 타입 변환을 위한 Rust의 관용적 인터페이스인 From과 Into 트레잇 을 살펴보았습니다. 하지만 변환 성공이 보장되지 않으면 어떻게 될까요? 이제 우리는 From과 Into에 해당하는 오류가 있는 대응 요소인 TryFrom과 TryInto를 논의할 만큼 오류에 대해 충분히 알고 있습니다.","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » TryFrom과 TryInto","id":"303","title":"TryFrom과 TryInto"},"304":{"body":"TryFrom과 TryInto는 From과 Into처럼 std::convert 모듈에 정의됩니다. pub trait TryFrom<T>: Sized { type Error; fn try_from(value: T) -> Result<Self, Self::Error>;\n} pub trait TryInto<T>: Sized { type Error; fn try_into(self) -> Result<T, Self::Error>;\n} From/Into와 TryFrom/TryInto의 주요 차이점은 후자가 Result 유형을 반환한다는 것입니다. 이렇게 하면 변환이 실패했을 때 패닉하는 대신 오류가 반환됩니다.","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » TryFrom과 TryInto","id":"304","title":"TryFrom과 TryInto"},"305":{"body":"TryFrom과 TryInto 모두 연관 Error 타입이 있습니다. 이를 통해 각 구현은 이상적으로는 시도 중인 변환에 가장 적합한 자체 에러 타입을 지정할 수 있습니다. Self::Error는 트레잇 자체에 정의된 Error 관련 타입을 참조하는 방법입니다.","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » Self::Error","id":"305","title":"Self::Error"},"306":{"body":"From 및 Into와 마찬가지로 TryFrom과 TryInto는 이중 트레잇입니다. 타입에 대해 TryFrom을 구현하면 TryInto를 자동으로 얻을 수 있습니다.","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » 이중성","id":"306","title":"이중성"},"307":{"body":"이 섹션의 예제는 05_ticket_v2/13_try_from 에 있습니다","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » 예제","id":"307","title":"예제"},"308":{"body":"Error 트레잇을 완전히 다루기 위해 이야기해야 할 것이 하나 더 있습니다: source 메서드입니다. // 이번에는 완전한 정의!\npub trait Error: Debug + Display { fn source(&self) -> Option<&(dyn Error + 'static)> { None }\n} source 메서드는 오류 원인 (있는 경우)에 액세스하는 방법입니다. 오류는 흔히 연쇄적으로 발생합니다. 즉, 하나의 오류가 다른 오류의 원인이 된다는 의미입니다. 즉, 낮은 수준의 오류(예: 데이터베이스 호스트 이름을 확인할 수 없음)로 인해 발생한 높은 수준의 오류(예: 데이터베이스에 연결할 수 없음)가 발생한다는 것입니다. source메서드를 사용하면 로그에서 에러 컨텍스트를 캡처할 때 자주 사용되는 전체 에러 체인을 탐색할 수 있습니다.","breadcrumbs":"Ticket v2 » Error::source » Error::source","id":"308","title":"Error::source"},"309":{"body":"Error 트레잇은 항상 None(즉, 근본적인 원인이 없음)을 반환하는 기본 구현을 제공합니다. 그렇기 때문에 이전 연습에서는 source에 신경 쓸 필요가 없었습니다. 이 기본 구현을 재정의하여 에러 타입의 원인을 제공할 수 있습니다. use std::error::Error; #[derive(Debug)]\nstruct DatabaseError { source: std::io::Error\n} impl std::fmt::Display for DatabaseError { fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result { write!(f, \"Failed to connect to the database\") }\n} impl std::error::Error for DatabaseError { fn source(&self) -> Option<&(dyn Error + 'static)> { Some(&self.source) }\n} 이 예시에서 DatabaseError는 std::io::Error를 소스로 래핑합니다. 그런 다음 source 메서드를 재정의하여 호출 시 이 소스를 반환합니다.","breadcrumbs":"Ticket v2 » Error::source » source 구현","id":"309","title":"source 구현"},"31":{"body":"변수 이름 뒤에 콜론 :을 추가하고 타입을 추가하여 변수 타입을 지정할 수 있습니다. 예시: // let <variable_name>: <type> = <expression>;\nlet x: u32 = 42; 위의 예에서는 x의 타입을 u32로 명시적으로 제한했습니다.","breadcrumbs":"A Basic Calculator » 변수 » 명시적 타입 어노테이션","id":"31","title":"명시적 타입 어노테이션"},"310":{"body":"이 &(dyn Error + 'static) 타입은 무엇인가요? 한번 까봅시다: dyn Error는 트레잇 개체 입니다. 이는 Error 트레잇을 구현하는 모든 타입을 참조하는 방법입니다. 'static은 특별한 수명 지정자 입니다. 'static은 참조가 \"필요한 한\", 즉 전체 프로그램 실행 동안 유효함을 의미합니다. &(dyn Error + 'static)의 조합은 Error 트레잇을 구현하는 트레잇 개체에 대한 참조이며 전체 프로그램 실행동안에 유효합니다. 지금은 이러한 개념 중 하나에 대해 너무 걱정하지 마세요. 우리는 이후 장에서 이에 대해 더 자세히 다룰 것입니다.","breadcrumbs":"Ticket v2 » Error::source » &(dyn Error + 'static)","id":"310","title":"&(dyn Error + 'static)"},"311":{"body":"thiserror는 에러 타입에 대해 source를 자동으로 구현하는 세 가지 방법을 제공합니다: source라는 필드가 자동으로 에러 소스로 사용됩니다. use thiserror::Error; #[derive(Error, Debug)]\npub enum MyError { #[error(\"Failed to connect to the database\")] DatabaseError { source: std::io::Error }\n} #[source] 속성의 어노테이션이 달린 필드는 자동으로 오류 소스로 사용됩니다. use thiserror::Error; #[derive(Error, Debug)]\npub enum MyError { #[error(\"Failed to connect to the database\")] DatabaseError { #[source] inner: std::io::Error }\n} #[from] 속성으로 주석이 달린 필드는 자동으로 오류의 소스로 사용됩니다 그리고 thiserror는 어노테이션이 달린 타입을 에러 타입으로 변환하기 위해 자동으로 From 구현을 생성합니다. use thiserror::Error; #[derive(Error, Debug)]\npub enum MyError { #[error(\"Failed to connect to the database\")] DatabaseError { #[from] inner: std::io::Error }\n}","breadcrumbs":"Ticket v2 » Error::source » thiserror를 사용하여 source 구현","id":"311","title":"thiserror를 사용하여 source 구현"},"312":{"body":"? 연산자는 오류 전파를 줄여서 표현한 것입니다. Result를 반환하는 함수에 사용될 때 Result가 Err인 경우 오류와 함께 조기에 반환됩니다. 예시: use std::fs::File; fn read_file() -> Result<String, std::io::Error> { let mut file = File::open(\"file.txt\")?; let mut contents = String::new(); file.read_to_string(&mut contents)?; Ok(contents)\n} 다음과 같습니다: use std::fs::File; fn read_file() -> Result<String, std::io::Error> { let mut file = match File::open(\"file.txt\") { Ok(file) => file, Err(e) => { return Err(e); } }; let mut contents = String::new(); match file.read_to_string(&mut contents) { Ok(_) => (), Err(e) => { return Err(e); } } Ok(contents)\n} ? 연산자를 사용하면 오류 처리 코드를 대폭 단축할 수 있습니다. 특히 ? 연산자는 변환이 가능한 경우(즉, 적절한 From 구현이 있는 경우) 오류가 있는 연산의 에러 타입을 함수의 에러 타입으로 자동 변환합니다.","breadcrumbs":"Ticket v2 » Error::source » ? 연산자","id":"312","title":"? 연산자"},"313":{"body":"이 섹션의 예제는 05_ticket_v2/14_source 에 있습니다","breadcrumbs":"Ticket v2 » Error::source » 예제","id":"313","title":"예제"},"314":{"body":"도메인 모델링에 있어서 악마는 디테일에 있습니다. Rust는 타입 시스템에서 도메인의 제약 조건을 직접 표현하는 데 도움이 되는 다양한 도구를 제공하지만 이를 올바르게 구현하고 관용적으로 보이는 코드를 작성하려면 약간의 연습이 필요합니다. Ticket 모델을 마지막으로 개선하면서 장을 마무리하겠습니다. 각 제약 조건을 캡슐화하기 위해 Ticket의 각 필드에 새로운 타입을 도입하겠습니다. 누군가 Ticket 필드에 액세스할 때마다 유효하다고 보장된 값을 돌려받게 됩니다. String 대신 TicketTitle. 코드의 다른 곳에서 제목이 비어 있는 것에 대해 걱정할 필요가 없습니다. TicketTitle이 있는 한 해당 제목이 구조상 유효하다는 것을 알 수 있습니다. 이것은 Rust의 타입 시스템을 사용하여 코드를 더욱 안전하고 표현력 있게 만드는 방법에 대한 예일 뿐입니다.","breadcrumbs":"Ticket v2 » 마무리 » 마무리","id":"314","title":"마무리"},"315":{"body":"Parse, don't validate Using types to guarantee domain invariants","breadcrumbs":"Ticket v2 » 마무리 » 읽을거리","id":"315","title":"읽을거리"},"316":{"body":"이 섹션의 예제는 05_ticket_v2/15_outro 에 있습니다","breadcrumbs":"Ticket v2 » 마무리 » 예제","id":"316","title":"예제"},"317":{"body":"이전 장에서 우리는 Ticket을 진공 상태에서 모델링했습니다. 필드와 제약 조건을 정의하고 Rust에서 이를 가장 잘 표현하는 방법을 배웠지만 Ticket이 더 큰 시스템에 어떻게 적합한지는 고려하지 않았습니다. 우리는 이 장을 사용하여 티켓을 저장하고 검색하는 (기본) 관리 시스템을 소개하는 Ticket에 대한 간단한 작업 흐름을 구축할 것입니다. 이 작업은 우리에게 다음과 같은 새로운 Rust 개념을 탐구할 수 있는 기회를 제공할 것입니다: 스택 할당 배열 확장 가능한 배열 유형인 Vec와 슬라이스 컬렉션 반복을 위한 Iterator와 IntoIterator 컬렉션의 일부 작업을 위한 슬라이스(&[T]) 참조가 유효한 기간을 설명하기 위한 수명 HashMap와 BTreeMap, 키-값 데이터 구조체 HashMap의 키를 비교하기 위한 Eq와 Hash BTreeMap과 함께 작동하는 Ord와 PartialOrd 컬렉션의 요소에 액세스하기 위한 Index와 IndexMut","breadcrumbs":"티켓 관리 » 소개","id":"317","title":"소개"},"318":{"body":"이 섹션의 예제는 06_ticket_management/00_intro 에 있습니다","breadcrumbs":"티켓 관리 » 예제","id":"318","title":"예제"},"319":{"body":"\"티켓 관리\"에 대해 이야기를 시작하자마자 다중 티켓을 저장하는 방법에 대해 생각해야 합니다. 결과적으로 이는 컬렉션에 대해 생각해야 함을 의미합니다. 특히, 동종 컬렉션: 동일한 타입의 여러 인스턴스를 저장하려고 합니다. 이와 관련하여 Rust는 무엇을 제공해야 합니까?","breadcrumbs":"Ticket Management » 배열 » 배열","id":"319","title":"배열"},"32":{"body":"변수 타입을 지정하지 않으면 컴파일러는 변수가 사용되는 컨텍스트를 기반으로 변수 타입을 추론하려고 시도합니다. let x = 42;\nlet y: u32 = x; 위의 예에서는 x의 타입을 지정하지 않았습니다. x는 나중에 명시적으로 u32로 입력되는 y에 할당됩니다. Rust는 자동 타입 강제 변환을 수행하지 않기 때문에 컴파일러는 x의 타입을 u32로 추론합니다. 이는 y와 동일하고 프로그램이 오류 없이 컴파일할 수 있게 해주는 유일한 타입입니다.","breadcrumbs":"A Basic Calculator » 변수 » 타입 추론","id":"32","title":"타입 추론"},"320":{"body":"첫 번째 시도는 배열 을 사용하는 것일 수 있습니다. Rust의 배열은 동일한 타입의 요소로 구성된 고정 크기 컬렉션입니다. 배열을 정의하는 방법은 다음과 같습니다: // Array type syntax: [ <type> ; <number of elements> ]\nlet numbers: [u32; 3] = [1, 2, 3]; 이 코드는 값 1, 2, 그리고 3으로 초기화된 정수 3개를 포함하는 배열을 생성합니다. 이 배열의 타입은 [u32; 3]이며, 이는 \"길이가 3인 u32 배열\"을 의미합니다.","breadcrumbs":"Ticket Management » 배열 » 배열","id":"320","title":"배열"},"321":{"body":"대괄호를 사용하여 배열 요소에 액세스할 수 있습니다: let first = numbers[0];\nlet second = numbers[1];\nlet third = numbers[2]; 인덱스는 usize 타입이어야 합니다. 배열은 Rust의 모든 것과 마찬가지로 제로 인덱스 입니다. 이전에 문자열 조각과 튜플/튜플 유사 배리언트의 필드 인덱싱을 통해 이를 본 적이 있습니다.","breadcrumbs":"Ticket Management » 배열 » 요소에 접근하기","id":"321","title":"요소에 접근하기"},"322":{"body":"범위를 벗어난 요소에 접근하려고 하면 Rust는 패닉을 일으킬 것입니다: let numbers: [u32; 3] = [1, 2, 3];\nlet fourth = numbers[3]; // 패닉 상태가 됩니다 이는 경계 검사 를 사용하여 런타임에 적용됩니다. 약간의 성능 오버헤드가 있지만 Rust가 버퍼 오버플로를 방지하는 방법입니다. 일부 시나리오에서는 Rust 컴파일러가 경계 검사를 최적화할 수 있습니다. 특히 반복자가 관련된 경우에는 더욱 그렇습니다. 이에 대해서는 나중에 자세히 설명하겠습니다. 패닉하지 않으려면 Option<&T>를 반환하는 get 메서드를 사용할 수 있습니다: let numbers: [u32; 3] = [1, 2, 3];\nassert_eq!(numbers.get(0), Some(&1));\n// 범위를 벗어난 인덱스에 액세스하려고 하면\n// 패닉이 아닌 `None`이 반환됩니다.\nassert_eq!(numbers.get(3), None);","breadcrumbs":"Ticket Management » 배열 » 범위 밖 접근","id":"322","title":"범위 밖 접근"},"323":{"body":"배열의 크기는 컴파일 타임에 알려지기 때문에 컴파일러는 배열을 스택에 할당할 수 있습니다. 다음 코드를 실행하면: let numbers: [u32; 3] = [1, 2, 3]; 메모리 레이아웃은 다음과 같이 됩니다: +---+---+---+\nStack: | 1 | 2 | 3 | +---+---+---+ 즉, 배열의 크기는 std::mem::size_of::<T>() * N입니다. 여기서 T는 요소의 타입이고 N은 요소의 수입니다. O(1) 시간 안에 각 요소에 액세스하고 교체할 수 있습니다.","breadcrumbs":"Ticket Management » 배열 » 성능","id":"323","title":"성능"},"324":{"body":"이 섹션의 예제는 06_ticket_management/01_arrays 에 있습니다","breadcrumbs":"Ticket Management » 배열 » 예제","id":"324","title":"예제"},"325":{"body":"배열의 장점은 약점이기도 합니다. 배열의 크기는 컴파일 타임에 미리 알려야 합니다. 런타임에만 알려진 크기의 배열을 만들려고 하면 컴파일 오류가 발생합니다: let n = 10;\nlet numbers: [u32; n]; error[E0435]: attempt to use a non-constant value in a constant --> src/main.rs:3:20 |\n2 | let n = 10;\n3 | let numbers: [u32; n]; | ^ non-constant value 배열은 티켓 관리 시스템에서 작동하지 않습니다. 컴파일 타임에 얼마나 많은 티켓을 저장해야 하는지 알 수 없습니다. 여기가 Vec이 필요한 시점입니다.","breadcrumbs":"Ticket Management » 벡터 » 벡터","id":"325","title":"벡터"},"326":{"body":"Vec은 표준 라이브러리에서 제공하는 확장 가능한 배열 타입입니다. Vec::new 함수를 사용하여 빈 배열을 만들 수 있습니다: let mut numbers: Vec<u32> = Vec::new(); 그런 다음 push 메서드를 사용하여 요소를 벡터에 밀어 넣습니다: numbers.push(1);\nnumbers.push(2);\nnumbers.push(3); 벡터 끝에 새 값이 추가됩니다. 생성 시 값을 알고 있는 경우 vec! 매크로를 사용하여 초기화된 벡터를 생성할 수도 있습니다: let numbers = vec![1, 2, 3];","breadcrumbs":"Ticket Management » 벡터 » Vec","id":"326","title":"Vec"},"327":{"body":"요소에 액세스하는 구문은 배열과 동일합니다: let numbers = vec![1, 2, 3];\nlet first = numbers[0];\nlet second = numbers[1];\nlet third = numbers[2]; 인덱스는 usize 타입이어야 합니다. Option<&T>를 반환하는 get 메서드를 사용할 수도 있습니다: let numbers = vec![1, 2, 3];\nassert_eq!(numbers.get(0), Some(&1));\n// 범위를 벗어난 인덱스에 액세스하려고 하면\n// 패닉이 아닌 `None`이 반환됩니다.\nassert_eq!(numbers.get(3), None); 배열을 사용한 요소 액세스와 마찬가지로 액세스 범위가 검사됩니다. O(1) 복잡도를 갖습니다.","breadcrumbs":"Ticket Management » 벡터 » 요소에 접근하기","id":"327","title":"요소에 접근하기"},"328":{"body":"Vec은 힙에 할당된 데이터 구조입니다. Vec을 생성하면 요소를 저장하기 위해 힙에 메모리를 할당합니다. 다음 코드를 실행하면: let mut numbers = Vec::with_capacity(3);\nnumbers.push(1);\nnumbers.push(2); 메모리 레이아웃은 다음과 같습니다: +---------+--------+----------+\nStack | pointer | length | capacity | | | | 2 | 3 | +--|------+--------+----------+ | | v +---+---+---+\nHeap: | 1 | 2 | ? | +---+---+---+ Vec은 세 가지를 추적합니다: 예약한 힙 영역에 대한 포인터 . 벡터의 길이 , 즉 벡터에 포함된 요소 수. 벡터의 용량 , 즉 힙에 예약된 공간에 들어갈 수 있는 요소의 수. 이 레이아웃은 친숙해 보일 것입니다. String과 정확히 동일합니다! 이는 우연이 아닙니다. String은 내부적으로 바이트 벡터 Vec<u8>로 정의됩니다: pub struct String { vec: Vec<u8>,\n}","breadcrumbs":"Ticket Management » 벡터 » 메모리 레이아웃","id":"328","title":"메모리 레이아웃"},"329":{"body":"이 섹션의 예제는 06_ticket_management/02_vec 에 있습니다","breadcrumbs":"Ticket Management » 벡터 » 예제","id":"329","title":"예제"},"33":{"body":"컴파일러는 사용법에 따라 올바른 변수 타입을 유추하기 위해 약간의 도움이 필요한 경우가 있습니다. 이러한 경우 컴파일 오류가 발생하고 컴파일러는 상황을 명확하게 하기 위해 명시적인 타입 힌트를 제공하도록 요청합니다.","breadcrumbs":"A Basic Calculator » 변수 » 추론의 한계","id":"33","title":"추론의 한계"},"330":{"body":"우리는 Vec이 \"늘어날 수 있는\" 벡터 타입이라고 말했는데, 그게 무슨 뜻일까요? 이미 최대 용량에 도달한 Vec에 요소를 삽입하려고 하면 어떻게 될까요? let mut numbers = Vec::with_capacity(3);\nnumbers.push(1);\nnumbers.push(2);\nnumbers.push(3); // 최대 용량 도달\nnumbers.push(4); // 여기서는 어떻게 될까요? Vec은 자체적으로 크기 조정 됩니다. 할당자에게 새로운(더 큰) 힙 메모리 청크를 요청하고 요소를 복사한 다음 이전 메모리 할당을 취소합니다. 이 작업에는 새로운 메모리 할당과 모든 기존 요소 복사가 포함되므로 비용이 많이 들 수 있습니다.","breadcrumbs":"Ticket Management » 리사이징 » 리사이징","id":"330","title":"리사이징"},"331":{"body":"Vec에 저장할 요소 수를 대략적으로 알고 있다면 Vec::with_capacity 메서드를 사용하여 충분한 메모리를 미리 할당할 수 있습니다. 이렇게 하면 Vec이 커질 때 새로운 할당을 피할 수 있지만 실제 사용량을 과대평가하면 메모리가 낭비될 수 있습니다. 상황에 맞게 사용하세요.","breadcrumbs":"Ticket Management » 리사이징 » Vec::with_capacity","id":"331","title":"Vec::with_capacity"},"332":{"body":"이 섹션의 예제는 06_ticket_management/03_resizing 에 있습니다","breadcrumbs":"Ticket Management » 리사이징 » 예제","id":"332","title":"예제"},"333":{"body":"첫 번째 예제에서 Rust를 사용하면 for 루프를 사용하여 컬렉션을 반복할 수 있다는 것을 배웠습니다. 우리는 그 시점에서 범위(예: 0..5)를 다루고 있었지만 배열이나 벡터와 같은 컬렉션에도 마찬가지입니다. // `Vec`에서도 작동합니다\nlet v = vec![1, 2, 3];\nfor n in v { println!(\"{}\", n);\n} // 배열에서도 작동합니다\nlet a: [u32; 3] = [1, 2, 3];\nfor n in a { println!(\"{}\", n);\n} 이제 이것이 내부적으로 어떻게 작동하는지 이해할 시간입니다.","breadcrumbs":"Ticket Management » 반복자 » 반복","id":"333","title":"반복"},"334":{"body":"Rust에서 for 루프를 작성할 때마다 컴파일러는 이를 다음 코드처럼 _디슈가링_합니다: let mut iter = IntoIterator::into_iter(v);\nloop { match iter.next() { Some(n) => { println!(\"{}\", n); } None => break, }\n} loop는 for와 while 위에 있는 또 다른 반복 구조입니다. loop 블록은 명시적으로 break하지 않는 한 영원히 실행됩니다.","breadcrumbs":"Ticket Management » 반복자 » for 디슈가링","id":"334","title":"for 디슈가링"},"335":{"body":"이전 코드 조각의 next 메서드는 Iterator 트레잇에서 나왔습니다. Iterator 트레잇은 Rust의 표준 라이브러리에 정의되어 있으며일련의 값을 생성할 수 있는 타입에 대한 공유 인터페이스를 제공합니다: trait Iterator { type Item; fn next(&mut self) -> Option<Self::Item>;\n} Item 관련 타입은 반복자가 생성하는 값의 타입을 지정합니다. next는 시퀀스의 다음 값을 반환합니다. 반환할 값이 있으면 Some(value)를 반환하고, 없으면 None을 반환합니다. 주의하세요: None을 반환할 때 반복자가 소진된다는 보장은 없습니다. 이는 반복자가 (더 제한적인) FusedIterator 트레잇을 구현하는 경우에만 보장됩니다.","breadcrumbs":"Ticket Management » 반복자 » Iterator 트레잇","id":"335","title":"Iterator 트레잇"},"336":{"body":"모든 타입이 Iterator를 구현하는 것은 아니지만 많은 타입이 이를 구현하는 타입으로 변환될 수 있습니다. 여기가 IntoIterator 트레잇이 필요한 시점입니다: trait IntoIterator { type Item; type IntoIter: Iterator<Item = Self::Item>; fn into_iter(self) -> Self::IntoIter;\n} into_iter 메서드는 원래 값을 사용하고 해당 요소에 대한 반복자를 반환합니다. 타입은 IntoIterator의 구현을 하나만 가질 수 있습니다. for가 무엇을 디슈가링 하는지에 대한 모호성은 없습니다. 한 가지 세부 사항: Iterator를 구현하는 모든 타입은 자동으로 IntoIterator도 구현합니다. 그들은 단지 into_iter에서 스스로 돌아옵니다!","breadcrumbs":"Ticket Management » 반복자 » IntoIterator 트레잇","id":"336","title":"IntoIterator 트레잇"},"337":{"body":"반복자를 반복하면 좋은 부작용이 있습니다. 설계상 범위를 벗어날 수 없습니다. 이를 통해 Rust는 생성된 기계어 코드에서 경계 검사를 제거하여 반복 작업을 더 빠르게 할 수 있습니다. 다시 말해서, let v = vec![1, 2, 3];\nfor n in v { println!(\"{}\", n);\n} 위 코드가 일반적으로 다음보다 빠릅니다 let v = vec![1, 2, 3];\nfor i in 0..v.len() { println!(\"{}\", v[i]);\n} 이 규칙에는 예외가 있습니다. 컴파일러는 때때로 수동 인덱싱을 사용해도 범위를 벗어나지 않는다는 것을 증명하여 어쨌든 범위 검사를 제거할 수 있습니다. 그러나 일반적으로 가능한 경우 인덱싱보다 반복을 선호합니다.","breadcrumbs":"Ticket Management » 반복자 » 경계 확인","id":"337","title":"경계 확인"},"338":{"body":"이 섹션의 예제는 06_ticket_management/04_iterators 에 있습니다","breadcrumbs":"Ticket Management » 반복자 » 예제","id":"338","title":"예제"},"339":{"body":"IntoIterator **는 self를 사용하여 반복자를 생성합니다. 여기에는 장점이 있습니다. 반복자에서 소유 값을 얻습니다. 예를 들어, Vec<Ticket>에서 .into_iter()를 호출하면 Ticket 값을 반환하는 반복자를 얻게 됩니다. 그것은 또한 단점이기도 합니다. .into_iter()를 호출한 후에는 더 이상 원본 컬렉션을 사용할 수 없습니다. 컬렉션을 사용하지 않고 컬렉션을 반복하고 대신 값에 대한 참조 를 살펴보고 싶은 경우가 많습니다. Vec<Ticket>의 경우 &Ticket 값을 반복하고 싶을 것입니다. 대부분의 컬렉션은 컬렉션 요소에 대한 참조에 대한 반복자를 반환하는 .iter()라는 메서드를 노출합니다. 예시: let numbers: Vec<u32> = vec![1, 2];\n// `n`에는 `&u32` 타입이 있습니다.\nfor n in numbers.iter() { // [...]\n} 이 패턴은 컬렉션에 대한 참조 에 대해 IntoIterator를 구현하여 단순화할 수 있습니다. 위의 예에서는 &Vec<Ticket>이 됩니다. 표준 라이브러리가 이를 수행하므로 다음 코드가 작동합니다: let numbers: Vec<u32> = vec![1, 2];\n// 여기서 `n`에는 `&u32` 타입이 있습니다.\n// 명시적으로 `.iter()`를 호출할 필요는 없습니다\n// `for` 루프에서 `&numbers`를 사용하면 충분합니다\nfor n in &numbers { // [...]\n} 두 가지 옵션을 모두 제공하는 것이 관용적입니다: 컬렉션에 대한 참조를 위한 IntoIterator 구현. 컬렉션의 요소에 대한 참조에 대한 반복자를 반환하는 .iter() 메서드. 전자는 for 루프에서 편리하고, 후자는 더 명시적이며 다른 컨텍스트에서 사용될 수 있습니다.","breadcrumbs":"Ticket Management » Iter » .iter()","id":"339","title":".iter()"},"34":{"body":"모든 영웅이 망토를 입는 것은 아니며, 모든 변수가 let으로 선언되는 것은 아닙니다. 함수 인수도 변수입니다! fn add_one(x: u32) -> u32 { x + 1\n} 위의 예에서 x는 u32 타입의 변수입니다. x와 let으로 선언된 변수의 유일한 차이점은 함수 인수 반드시 해당 타입이 명시적으로 선언되어야 한다는 것입니다. 컴파일러는 이를 추론하지 않습니다. 이 제약은 Rust 컴파일러(그리고 우리 인간도!)가 구현을 살펴보지 않고도 함수의 시그니처를 이해할 수 있게 해줍니다. 이는 컴파일 속도 [1] 를 크게 향상시킵니다!","breadcrumbs":"A Basic Calculator » 변수 » 함수 인수는 변수입니다","id":"34","title":"함수 인수는 변수입니다"},"340":{"body":"이 섹션의 예제는 06_ticket_management/05_iter 에 있습니다","breadcrumbs":"Ticket Management » Iter » 예제","id":"340","title":"예제"},"341":{"body":"for 루프의 편의성을 극대화하기 위해 &TicketStore에 대한 IntoIterator 구현을 추가하여 이전 예제를 완료해 보겠습니다. 구현의 가장 \"명확한\" 부분을 채우는 것부터 시작해 보겠습니다: impl IntoIterator for &TicketStore { type Item = &Ticket; type IntoIter = // 여기에 무엇이 들어갈까요? fn into_iter(self) -> Self::IntoIter { self.tickets.iter() }\n} type IntoIter는 무엇으로 설정되어야 할까요? 직관적으로 이것은 self.tickets.iter()에 의해 반환된 타입, 즉 Vec::iter()에 의해 반환된 타입이어야 합니다. 표준 라이브러리 문서를 확인하면 Vec::iter()가 std::slice::Iter를 반환한다는 것을 알 수 있습니다. Iter의 정의는 다음과 같습니다: pub struct Iter<'a, T> { /* 필드 생략 */ } `a\\는 수명 매개변수 입니다.","breadcrumbs":"Ticket Management » 수명 » 수명","id":"341","title":"수명"},"342":{"body":"수명은 참조(변경 가능 또는 불변)가 얼마나 오랫동안 유효한지 추적하기 위해 Rust 컴파일러에서 사용하는 레이블 입니다. 참조의 수명은 참조하는 값의 범위에 따라 제한됩니다. Rust는 댕글링 포인터와 use-after-free 버그를 피하기 위해 컴파일 타임에 참조가 참조하는 값이 삭제된 후에 참조가 사용되지 않도록 항상 확인합니다. 이는 친숙하게 들릴 것입니다. 우리는 소유권과 차용에 대해 논의할 때 이미 이러한 개념이 실제로 실행되는 것을 보았습니다. 수명은 특정 참조가 유효한 기간을 명칭 하는 방법일 뿐입니다. 여러 참조가 있고 해당 참조가 서로 관련 되는 방식을 명확히 해야 할 때 이름 지정이 중요해집니다. Vec::iter()의 시그니처를 살펴보겠습니다: impl <T> Vec<T> { // 약간 단순화됨 pub fn iter<'a>(&'a self) -> Iter<'a, T> { // [...] }\n} Vec::iter()는 'a라는 이름의 수명 매개변수로 일반화됩니다. 'a는 Vec의 수명과 iter()에 의해 반환된 Iter의 수명을 연결 하는 데 사용됩니다. 사람 말로 말하면, iter()에 의해 반환된 Iter는 그것이 생성된 Vec 참조(&self)보다 오래 살아있을 수 없습니다. 이는 우리가 논의한 것처럼 Vec::iter가 Vec 요소에 대한 참조 에 대한 반복자를 반환하기 때문에 중요합니다. Vec가 삭제되면 반복자가 반환한 참조가 유효하지 않게 됩니다. Rust는 이런 일이 발생하지 않도록 해야 하며 수명은 이 규칙을 시행하는 데 사용하는 도구입니다.","breadcrumbs":"Ticket Management » 수명 » 수명 매개변수","id":"342","title":"수명 매개변수"},"343":{"body":"Rust에는 수명 제거 규칙 이라는 일련의 규칙이 있는데, 이를 통해 많은 경우에 명시적인 수명 어노테이션을 생략할 수 있습니다. 예를 들어, Vec::iter의 정의는 std의 소스 코드에서 다음과 같습니다: impl <T> Vec<T> { pub fn iter(&self) -> Iter<'_, T> { // [...] }\n} Vec::iter()의 시그니처에는 명시적인 수명 매개변수가 없습니다. 제거 규칙은 iter()에 의해 반환된 Iter의 수명이 &self 참조의 수명과 연결되어 있음을 의미합니다. '_는 &self 참조의 수명 동안 플레이스 홀더 로 생각하면 됩니다. 수명 제거에 대한 공식 문서 링크는 참조 섹션을 참조하세요. 대부분의 경우 컴파일러가 명시적인 수명 어노테이션을 추가해야 할 때를 알려주기때문에 컴파일러를 믿으면 됩니다.","breadcrumbs":"Ticket Management » 수명 » 수명 제거","id":"343","title":"수명 제거"},"344":{"body":"std::vec::Vec::iter std::slice::Iter Lifetime elision rules","breadcrumbs":"Ticket Management » 수명 » 참조","id":"344","title":"참조"},"345":{"body":"이 섹션의 예제는 06_ticket_management/06_lifetimes 에 있습니다","breadcrumbs":"Ticket Management » 수명 » 예제","id":"345","title":"예제"},"346":{"body":"반복자는 for 루프보다 훨씬 더 많은 일을 할 수 있습니다! Iterator 트레잇에 대한 문서를 보면 다양한 방법으로 반복자를 변환, 필터링 및 결합하는 데 활용할 수 있는 광범위한 메서드 컬렉션을 찾을 수 있습니다. 가장 일반적인 것을 언급 해 보겠습니다: map은 반복자의 각 요소에 함수를 적용합니다. filter는 조건자를 만족하는 요소만 유지합니다. filter_map은 filter와 map을 한 단계로 결합합니다. 'cloned'는 참조 반복자를 값 반복자로 변환하여 각 요소를 복제합니다. enumerate는 (index, value) 쌍을 생성하는 새로운 반복자를 반환합니다. skip은 반복자의 처음 n개의 요소를 건너뜁니다. take는 n개의 요소 다음에 반복자를 중지시킵니다. chain은 두 개의 반복자를 하나로 결합합니다. 이러한 메서드를 결합자 라고 합니다. 일반적으로 간결하고 읽기 쉬운 방식으로 복잡한 변환을 생성하기 위해 함께 체인 됩니다: let numbers = vec![1, 2, 3, 4, 5];\n// 짝수의 제곱의 합\nlet outcome: u32 = numbers.iter() .filter(|&n| n % 2 == 0) .map(|&n| n * n) .sum();","breadcrumbs":"Ticket Management » 결합자(Combinators) » 결합자(Combinators)","id":"346","title":"결합자(Combinators)"},"347":{"body":"위의 filter 및 map 메소드에서는 무슨 일이 일어나고 있을까요? 그들은 클로저 를 인수로 사용합니다. 클로저는 익명 함수 , 즉 우리에게 익숙한 fn 구문을 사용하여 정의되지 않은 함수입니다. |args| body를 사용하여 정의됩니다. 여기서 args는 인수이고 body는 함수 본문입니다. body는 코드 블록이거나 단일 표현식일 수 있습니다. 예시: // 인수에 1을 더하는 익명 함수\nlet add_one = |x| x + 1;\n// 블록으로도 작성할 수 있습니다:\nlet add_one = |x| { x + 1 }; 클로저는 하나 이상의 인수를 취할 수 있습니다: let add = |x, y| x + y;\nlet sum = add(1, 2); 또한 변수를 캡처할 수도 있습니다: let x = 42;\nlet add_x = |y| x + y;\nlet sum = add_x(1); 필요한 경우 인수 타입이나 반환 타입을 지정할 수 있습니다: // 입력 타입만\nlet add_one = |x: i32| x + 1;\n// 또는 `fn` 구문을 사용하여 입력 및 출력 타입 모두\nlet add_one: fn(i32) -> i32 = |x| x + 1;","breadcrumbs":"Ticket Management » 결합자(Combinators) » 클로저","id":"347","title":"클로저"},"348":{"body":"결합자를 사용하여 반복자 변환을 완료하면 이제 뭘 해야 할까요? for 루프를 사용하여 변환된 값을 반복하거나 컬렉션으로 수집해야합니다. 후자는 collect 메소드를 사용하여 수행됩니다. collect는 반복자를 사용하고 해당 요소를 선택한 컬렉션으로 수집합니다. 예를 들어 짝수의 제곱을 Vec으로 수집할 수 있습니다: let numbers = vec![1, 2, 3, 4, 5];\nlet squares_of_evens: Vec<u32> = numbers.iter() .filter(|&n| n % 2 == 0) .map(|&n| n * n) .collect(); collect는 반환 타입 에 일반화됩니다. 따라서 일반적으로 컴파일러가 올바른 타입을 유추하는 데 도움이 되는 유형 힌트를 제공해야 합니다. 위의 예에서는 squares_of_evens 타입을 Vec<u32>로 어노테이션했습니다. 또는 turbofish 구문 을 사용하여 타입을 지정할 수 있습니다: let squares_of_evens = numbers.iter() .filter(|&n| n % 2 == 0) .map(|&n| n * n) // Turbofish 구문: `<method_name>::<type>()` // `::<>`이 물고기처럼 보이기 때문에 터보피시라고 합니다 .collect::<Vec<u32>>();","breadcrumbs":"Ticket Management » 결합자(Combinators) » collect","id":"348","title":"collect"},"349":{"body":"Iterator 문서 는 std의 반복자에 사용할 수 있는 메서드에 대한 개요를 제공합니다. itertools 크레이트는 반복자를 위한 더 많은 결합자를 정의합니다.","breadcrumbs":"Ticket Management » 결합자(Combinators) » 읽을거리","id":"349","title":"읽을거리"},"35":{"body":"변수를 선언할 때 변수를 초기화할 필요는 없습니다. 예를 들어 let x: u32; 유효한 변수 선언입니다. 그러나 변수를 사용하기 전에 초기화해야 합니다. 다음을 수행하지 않으면 컴파일러에서 오류가 발생합니다: let x: u32;\nlet y = x + 1; 컴파일 오류가 발생합니다: error[E0381]: used binding `x` isn't initialized --> src/main.rs:3:9 |\n2 | let x: u32; | - binding declared here but left uninitialized\n3 | let y = x + 1; | ^ `x` used here but it isn't initialized |\nhelp: consider assigning a value |\n2 | let x: u32 = 0; | +++ Rust 컴파일러는 컴파일 속도를 위한 어떤 도움이라도 필요로합니다.","breadcrumbs":"A Basic Calculator » 변수 » 초기화","id":"35","title":"초기화"},"350":{"body":"이 섹션의 예제는 06_ticket_management/07_combinators 에 있습니다","breadcrumbs":"Ticket Management » 결합자(Combinators) » 예제","id":"350","title":"예제"},"351":{"body":"TicketStore::to_dos는 Vec<&Ticket>을 반환합니다. 해당 시그니처는 to_dos가 호출될 때마다 새로운 힙 할당을 시행하는데, 이는 호출자가 출력값으로 수행해야 하는 작업에 따라 불필요할 수 있습니다. to_dos가 Vec 대신 반복자를 반환하여 호출자가 결과를 Vec로 수집할지 아니면 그냥 반복할지 결정할 수 있도록 하는 것이 더 좋습니다. 그래도 까다롭습니다! 아래에 구현된 to_dos의 반환 타입은 무엇일까요? impl TicketStore { pub fn to_dos(&self) -> ??? { self.tickets.iter().filter(|t| t.status == Status::ToDo) }\n}","breadcrumbs":"Ticket Management » impl Trait » impl Trait","id":"351","title":"impl Trait"},"352":{"body":"filter 메소드는 다음과 같은 정의를 갖는 std::iter::Filter의 인스턴스를 반환합니다: pub struct Filter<I, P> { /* 필드 생략 */ } 여기서 I는 필터링되는 반복자의 타입이고 P는 요소를 필터링하는 데 사용되는 조건자입니다. 이 경우 I는 std::slice::Iter<'_, Ticket>이라는 것을 알고 있지만 P는 어떤가요? P는 클로저, 익명 함수 입니다. 이름에서 알 수 있듯이 클로저에는 이름이 없으므로 코드에 적을 수 없습니다. Rust에는 이에 대한 해결책이 있습니다: impl Trait .","breadcrumbs":"Ticket Management » impl Trait » 이름을 지정할 수 없는 타입","id":"352","title":"이름을 지정할 수 없는 타입"},"353":{"body":"impl Trait은 이름을 지정하지 않고 타입을 반환할 수 있는 기능입니다. 해당 타입이 구현하는 트래잇(들)을 선언하면 Rust가 나머지를 알아냅니다. 이 경우 Ticket에 대한 참조의 반복자를 반환하려고 합니다: impl TicketStore { pub fn to_dos(&self) -> impl Iterator<Item = &Ticket> { self.tickets.iter().filter(|t| t.status == Status::ToDo) }\n} 이게 전부입니다!","breadcrumbs":"Ticket Management » impl Trait » impl Trait","id":"353","title":"impl Trait"},"354":{"body":"반환 위치의 impl Trait은 일반 매개변수가 아닙니다 . 제네릭은 함수 호출자가 채우는 타입에 대한 플레이스 홀더입니다. 일반 매개변수가 있는 함수는 다형성 입니다. 즉, 다양한 타입으로 호출될 수 있으며 컴파일러는 각 타입에 대해 다른 구현을 생성합니다. impl Trait의 경우는 그렇지 않습니다. impl Trait이 있는 함수의 반환 타입은 컴파일 타임에 고정 되며, 컴파일러는 이에 대한 단일 구현을 생성합니다. 이것이 impl Trait을 불투명 반환 타입 이라고도 부르는 이유입니다. 호출자는 반환 값의 정확한 타입을 모르고 지정된 트레잇을 구현한다는 것만 알 수 있습니다. 그러나 컴파일러는 정확한 타입을 알고 있으므로 다형성이 관련되지 않습니다.","breadcrumbs":"Ticket Management » impl Trait » 제네릭?","id":"354","title":"제네릭?"},"355":{"body":"Rust에 대한 RFC나 심층 분석을 읽으면 RPIT 라는 약어를 접하게 될 것입니다. **\"Return Position Impl Trait\"**의 약자로 리턴 포지션에서 impl Trait을 사용하는 것을 말합니다.","breadcrumbs":"Ticket Management » impl Trait » RPIT","id":"355","title":"RPIT"},"356":{"body":"이 섹션의 예제는 06_ticket_management/08_impl_trait 에 있습니다","breadcrumbs":"Ticket Management » impl Trait » 예제","id":"356","title":"예제"},"357":{"body":"이전 섹션에서 impl Trait을 사용하여 이름을 지정하지 않고 타입을 반환하는 방법을 살펴보았습니다. 인수 위치 에도 동일한 구문을 사용할 수 있습니다: fn print_iter(iter: impl Iterator<Item = i32>) { for i in iter { println!(\"{}\", i); }\n} print_iter는 i32의 반복자를 가져와 각 요소를 프린트합니다. 인수 위치 에서 사용될 때 impl Trait은 트레잇 바운드가 있는 일반 매개변수와 동일합니다: fn print_iter<T>(iter: T) where T: Iterator<Item = i32>\n{ for i in iter { println!(\"{}\", i); }\n}","breadcrumbs":"Ticket Management » impl Trait, pt.2 » 인수 위치의 impl Trait","id":"357","title":"인수 위치의 impl Trait"},"358":{"body":"경험상 인수 위치에서는 impl Trait보다 제네릭을 선호합니다. 제네릭을 사용하면 호출자가 명확성에 유용할 수 있는 터보피시 구문(::<>)을 사용하여 인수 타입을 명시적으로 지정할 수 있습니다. impl Trait의 경우는 그렇지 않습니다.","breadcrumbs":"Ticket Management » impl Trait, pt.2 » 단점","id":"358","title":"단점"},"359":{"body":"이 섹션의 예제는 06_ticket_management/09_impl_trait_2 에 있습니다","breadcrumbs":"Ticket Management » impl Trait, pt.2 » 예제","id":"359","title":"예제"},"36":{"body":"이 섹션의 예제는 02_basic_calculator/02_variables 에 있습니다","breadcrumbs":"A Basic Calculator » 변수 » 예제","id":"36","title":"예제"},"360":{"body":"Vec의 메모리 레이아웃으로 돌아가 보겠습니다: let mut numbers = Vec::with_capacity(3);\nnumbers.push(1);\nnumbers.push(2); +---------+--------+----------+\nStack | pointer | length | capacity | | | | 2 | 3 | +--|------+--------+----------+ | | v +---+---+---+\nHeap: | 1 | 2 | ? | +---+---+---+ 우리는 String이 어떻게 위장된 Vec<u8>인지 이미 언급했습니다. 이 유사성을 보면 아마 이런 질문이 떠오를겁니다: \"Vec버전의 &str는 뭐지?\"","breadcrumbs":"Ticket Management » 슬라이스 » 슬라이스","id":"360","title":"슬라이스"},"361":{"body":"[T]는 T 타입의 연속된 요소 시퀀스의 슬라이스 입니다. 보통 참조 형태인 &[T]로 사용합니다. Vec에서 슬라이스 참조를 생성하는 방법에는 여러 가지가 있습니다: let numbers = vec![1, 2, 3];\n// 인덱스 구문을 통해\nlet slice: &[i32] = &numbers[..];\n// 메소드를 통해\nlet slice: &[i32] = numbers.as_slice();\n// 또는 요소의 하위 집합에 대해\nlet slice: &[i32] = &numbers[1..]; Vec은 [T]를 대상 타입으로 사용하여 Deref 트레잇을 구현하므로 deref coercion 덕분에 Vec에서 직접 슬라이스 메서드를 사용할 수 있습니다: let numbers = vec![1, 2, 3];\n// 놀라운 사실: `iter`는 `Vec`의 메서드가 아닙니다!\n// `&[T]`의 메서드이지만 deref coercion 덕분에\n// `Vec`에서 호출할 수 있습니다.\nlet sum: i32 = numbers.iter().sum();","breadcrumbs":"Ticket Management » 슬라이스 » &[T]","id":"361","title":"&[T]"},"362":{"body":"&[T]는 &str과 마찬가지로 팻 포인터 입니다. 이는 슬라이스의 첫 번째 요소에 대한 포인터와 슬라이스의 길이로 구성됩니다. 세 가지 요소를 포함하는 Vec이 있는 경우: let numbers = vec![1, 2, 3]; 그런 다음 슬라이스 참조를 만듭니다: let slice: &[i32] = &numbers[1..]; 다음과 같은 메모리 레이아웃을 얻게 됩니다: numbers slice +---------+--------+----------+ +---------+--------+\nStack | pointer | length | capacity | | pointer | length | | | | 3 | 4 | | | | 2 | +----|----+--------+----------+ +----|----+--------+ | | | | v | +---+---+---+---+ |\nHeap: | 1 | 2 | 3 | ? | | +---+---+---+---+ | ^ | | | +--------------------------------+","breadcrumbs":"Ticket Management » 슬라이스 » 메모리 레이아웃","id":"362","title":"메모리 레이아웃"},"363":{"body":"Vec에 대한 불변 참조를 함수에 전달해야 하는 경우 &Vec<T>보다 &[T]를 사용하세요. 이를 통해 함수는 반드시 Vec에 의해 지원되는 슬라이스가 아닌 모든 종류의 슬라이스를 허용할 수 있습니다. 예를 들어, Vec에 있는 요소의 하위 집합을 전달할 수 있습니다. 하지만 그 이상입니다. 배열의 슬라이스 도 전달할 수도 있습니다: let array = [1, 2, 3];\nlet slice: &[i32] = &array; 배열 슬라이스와 Vec 슬라이스는 동일한 타입입니다. 즉, 연속된 요소 시퀀스에 대한 팻 포인터입니다. 배열의 경우 포인터는 힙이 아닌 스택을 가리키지만 슬라이스를 사용할 때는 중요하지 않습니다.","breadcrumbs":"Ticket Management » 슬라이스 » &Vec<T> vs &[T]","id":"363","title":"&Vec<T> vs &[T]"},"364":{"body":"이 섹션의 예제는 06_ticket_management/10_slices 에 있습니다","breadcrumbs":"Ticket Management » 슬라이스 » 예제","id":"364","title":"예제"},"365":{"body":"우리는 슬라이스 타입(예: str와 [T])에 대해 이야기할 때마다 불변 참조 형식(&str 및 &[T])을 사용했습니다. 하지만 슬라이스도 변경할 수 있습니다! 변경 가능한 슬라이스를 만드는 방법은 다음과 같습니다: let mut numbers = vec![1, 2, 3];\nlet slice: &mut [i32] = &mut numbers; 그런 다음 슬라이스의 요소를 수정할 수 있습니다: slice[0] = 42; 그러면 Vec의 첫 번째 요소가 42로 변경됩니다.","breadcrumbs":"Ticket Management » 변경 가능한 슬라이스 » 변경 가능한 슬라이스","id":"365","title":"변경 가능한 슬라이스"},"366":{"body":"불변 참조로 작업할 때 권장 사항은 명확했습니다. 소유한 타입에 대한 참조보다 슬라이스 참조를 선호합니다(예: &Vec<T>보다 &[T]). 변경 가능한 빌림의 경우는 그렇지 않습니다. 다음 시나리오를 생각해보세요: let mut numbers = Vec::with_capacity(2);\nlet mut slice: &mut [i32] = &mut numbers;\nslice.push(1); 컴파일되지 않습니다! push는 슬라이스가 아닌 Vec에 대한 메서드입니다. 이는 보다 일반적인 원칙의 표현입니다. Rust는 슬라이스에서 요소를 추가하거나 제거하는 것을 허용하지 않습니다. 이미 존재하는 요소를 수정/교체만 할 수 있습니다. 이와 관련하여 &mut Vec 또는 &mut String은 &mut [T] 또는 &mut str보다 엄격하게 더 강력합니다. 수행해야 하는 작업에 따라 가장 적합한 타입을 선택하십시오.","breadcrumbs":"Ticket Management » 변경 가능한 슬라이스 » 한계점","id":"366","title":"한계점"},"367":{"body":"이 섹션의 예제는 06_ticket_management/11_mutable_slices 에 있습니다","breadcrumbs":"Ticket Management » 변경 가능한 슬라이스 » 예제","id":"367","title":"예제"},"368":{"body":"우리의 티켓 관리 시스템에 대해 다시 생각해 봅시다. 현재 우리의 티켓 모델은 다음과 같습니다: pub struct Ticket { pub title: TicketTitle, pub description: TicketDescription, pub status: Status\n} 여기서는 티켓을 고유하게 식별하는 식별자 가 누락되었습니다. 해당 식별자는 각 티켓마다 고유해야 합니다. 새 티켓이 생성될 때 자동으로 생성하여 이를 보장할 수 있습니다.","breadcrumbs":"Ticket Management » 두 가지 상태 » 티켓 ID","id":"368","title":"티켓 ID"},"369":{"body":"ID는 어디에 저장해야 하나요? Ticket 구조체에 새 필드를 추가할 수 있습니다: pub struct Ticket { pub id: TicketId, pub title: TicketTitle, pub description: TicketDescription, pub status: Status\n} 하지만 티켓을 만들기 전에는 ID를 알 수 없습니다. 그러니 처음부터 있을 수는 없습니다. 옵셔널해야 한다는 것입니다: pub struct Ticket { pub id: Option<TicketId>, pub title: TicketTitle, pub description: TicketDescription, pub status: Status\n} 그것은 또한 이상적이지 않습니다. 티켓이 생성되면 ID가 항상 거기에 있어야 한다는 것을 알고 있더라도 상점에서 티켓을 검색할 때마다 None 케이스를 처리해야 합니다. 가장 좋은 해결책은 TicketDraft와 Ticket이라는 두 가지 별도 타입으로 표시되는 두 개의 서로 다른 티켓 상태 만드는 것입니다: pub struct TicketDraft { pub title: TicketTitle, pub description: TicketDescription\n} pub struct Ticket { pub id: TicketId, pub title: TicketTitle, pub description: TicketDescription, pub status: Status\n} TicketDraft는 아직 생성되지 않은 티켓입니다. ID도 없고 상태도 없습니다. Ticket은 생성된 티켓입니다. ID와 상태가 있습니다. TicketDraft와 Ticket의 각 필드에는 자체 제약 조건이 포함되어 있으므로 두 타입에 로직을 중복할 필요가 없습니다.","breadcrumbs":"Ticket Management » 두 가지 상태 » 모델 개선","id":"369","title":"모델 개선"},"37":{"body":"지금까지 우리의 모든 프로그램은 매우 간단했습니다. 일련의 명령이 위에서 아래로 실행됩니다. 이제 몇 가지 분기 를 소개할 시간입니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » 흐름 제어, part 1","id":"37","title":"흐름 제어, part 1"},"370":{"body":"이 섹션의 예제는 06_ticket_management/12_two_states 에 있습니다","breadcrumbs":"Ticket Management » 두 가지 상태 » 예제","id":"370","title":"예제"},"371":{"body":"TicketStore::get은 주어진 TicketId에 대해 Option<&Ticket>을 반환합니다. 우리는 이전에 Rust의 인덱싱 구문을 사용하여 배열과 벡터의 요소에 액세스하는 방법을 살펴보았습니다: let v = vec![0, 1, 2];\nassert_eq!(v[0], 0); 어떻게 TicketStore에 대해서도 동일한 경험을 제공할 수 있을까요? 당신이 생각하고 있는 그게 맞습니다: Index 트레잇을 구현해야 합니다!","breadcrumbs":"Ticket Management » Index 트레잇 » 인덱싱","id":"371","title":"인덱싱"},"372":{"body":"Index 트레잇은 Rust의 표준 라이브러리에 정의되어 있습니다: // 약간 단순화됨\npub trait Index<Idx>\n{ type Output; // 필수 메서드 fn index(&self, index: Idx) -> &Self::Output;\n} Index 트레잇은 아래의 것들을 가집니다: 인덱스 타입을 나타내는 하나의 제네릭 매개변수 Idx 인덱스를 사용하여 검색한 타입을 나타내는 하나의 연관 타입 Output index 메서드가 어떻게 Option을 반환하지 않는지 확인하세요. 배열 및 vec 인덱싱에서 발생하는 것처럼 index가 존재하지 않는 요소에 액세스하려고 하면 패닉이 발생할 것이라고 가정합니다.","breadcrumbs":"Ticket Management » Index 트레잇 » Index","id":"372","title":"Index"},"373":{"body":"이 섹션의 예제는 06_ticket_management/13_index 에 있습니다","breadcrumbs":"Ticket Management » Index 트레잇 » 예제","id":"373","title":"예제"},"374":{"body":"Index는 읽기 전용 액세스를 허용합니다. 검색한 값을 변경할 수 없습니다.","breadcrumbs":"Ticket Management » IndexMut 트레잇 » 변경 가능한 인덱싱","id":"374","title":"변경 가능한 인덱싱"},"375":{"body":"가변성을 허용하려면 IndexMut 트레잇을 구현해야 합니다. // 약간 단순화됨\npub trait IndexMut<Idx>: Index<Idx>\n{ // 필수 메서드 fn index_mut(&mut self, index: Idx) -> &mut Self::Output;\n} IndexMut는 타입이 이미 Index를 구현한 경우에만 구현할 수 있습니다. 추가 기능을 잠금 해제하기 때문입니다.","breadcrumbs":"Ticket Management » IndexMut 트레잇 » IndexMut","id":"375","title":"IndexMut"},"376":{"body":"이 섹션의 예제는 06_ticket_management/14_index_mut 에 있습니다","breadcrumbs":"Ticket Management » IndexMut 트레잇 » 예제","id":"376","title":"예제"},"377":{"body":"우리의 Index/IndexMut 구현은 최적이 아닙니다: 티켓을 ID로 검색하기 위해 전체 Vec을 반복해야 하며, 알고리즘 복잡도는 티켓 스토어 내의 티켓 수를 나타내는 n에 비례하여 O(n)입니다. 티켓 저장을 위해 HashMap<K, V>라는 다른 데이터 구조를 사용하면 더 나은 결과를 얻을 수 있습니다. use std::collections::HashMap; // 타입 추론을 통해 명시적인 타입 시그니처(이 예에서는\n// HashMap<String, String>`이 됨)을 생략할 수 있습니다.\nlet mut book_reviews = HashMap::new(); book_reviews.insert( \"Adventures of Huckleberry Finn\".to_string(), \"My favorite book.\".to_string(),\n); HashMap은 키-값 쌍으로 작동합니다. 두 가지 모두에 대해 일반화됩니다. K는 키 타입에 대한 일반 매개변수이고 V는 값 타입에 대한 매개변수입니다. 삽입, 검색 및 제거의 예상 비용은 상수 , O(1)입니다. 우리의 사용 사례에 딱 맞는 것 같지 않나요?","breadcrumbs":"Ticket Management » HashMap » HashMap","id":"377","title":"HashMap"},"378":{"body":"HashMap의 구조체 정의에는 트레잇 바운드가 없지만 해당 메서드에서 일부를 찾을 수 있습니다. 예를 들어 insert를 살펴보겠습니다: // 약간 단순화됨\nimpl<K, V> HashMap<K, V>\nwhere K: Eq + Hash,\n{ pub fn insert(&mut self, k: K, v: V) -> Option<V> { // [...] }\n} 키 타입은 Eq 및 Hash 트레잇을 구현해야 합니다. 그 두 가지를 파헤쳐 보겠습니다.","breadcrumbs":"Ticket Management » HashMap » 주요 요구 사항","id":"378","title":"주요 요구 사항"},"379":{"body":"해싱 함수(또는 해셔)는 잠재적으로 무한한 값 집합(예: 가능한 모든 문자열)을 제한된 범위(예: u64 값)에 매핑합니다. 찾아보면 서로 다른 속성(속도, 충돌 위험, 가역성 등)을 가진 다양한 해싱 함수가 있습니다. 이름에서 알 수 있듯이 HashMap은 뒤에서 해싱 함수를 사용합니다. 키를 해시한 다음 해당 해시를 사용하여 관련 값을 저장/검색합니다. 이 전략에서는 키 타입이 해시 가능해야 하므로 K에 Hash 트레잇이 바인딩됩니다. std::hash 모듈에서 Hash 트레잇을 찾을 수 있습니다: pub trait Hash { // 필수 메서드 fn hash<H>(&self, state: &mut H) where H: Hasher;\n} Hash를 수동으로 구현하는 경우는 거의 없습니다. 대부분의 경우 다음과 같이 파생됩니다: #[derive(Hash)]\nstruct Person { id: u32, name: String,\n}","breadcrumbs":"Ticket Management » HashMap » Hash","id":"379","title":"Hash"},"38":{"body":"if 키워드는 조건이 참인 경우에만 코드 블록을 실행하는 데 사용됩니다. 간단한 예는 다음과 같습니다: let number = 3;\nif number < 5 { println!(\"`number` is smaller than 5\");\n} 이 프로그램은 number < 5 조건이 true이기 때문에 number is less than 5를 프린트합니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » if 문","id":"38","title":"if 문"},"380":{"body":"HashMap은 키가 동일한지 비교할 수 있어야 합니다. 이는 해시 충돌을 처리할 때 특히 중요합니다. 즉 두 개의 서로 다른 키가 동일한 값으로 해시되는 경우 말입니다. 아마 당신은 궁금할 것입니다: 이게 바로 PartialEq 트레잇이 하는 일 아닌가요? 거의 맞았습니다! PartialEq는 반사성(reflexivity)을 보장하지 않기 때문에 HashMap에 적합하지 않습니다. 즉 a == a는 항상 true입니다. 예를 들어 부동 소수점 숫자(f32 및 f64)는 PartialEq를 구현하지만 반사성 속성을 충족하지 않습니다. f32::NAN == f32::NAN은 false입니다. 재귀성은 HashMap이 올바르게 작동하는 데 매우 중요합니다. 재귀성이 없으면 이를 삽입하는 데 사용한 것과 동일한 키를 사용하여 맵에서 값을 검색할 수 없습니다. Eq 트레잇은 반사성 속성을 사용하여 PartialEq를 확장합니다: pub trait Eq: PartialEq { // 추가 메서드 없음\n} 이는 마커 특성입니다. 새로운 메서드를 추가하지 않고 PartialEq에 구현된 동등 논리가 반사적임을 컴파일러에 알리는 방법일 뿐입니다. PartialEq를 파생시키면 Eq가 자동으로 파생될 수 있습니다: #[derive(PartialEq, Eq)]\nstruct Person { id: u32, name: String,\n}","breadcrumbs":"Ticket Management » HashMap » Eq","id":"380","title":"Eq"},"381":{"body":"Eq와 Hash 사이에는 암묵적인 약속이 있습니다. 두 키가 동일하면 해당 해시도 동일해야 합니다. 이는 HashMap이 올바르게 작동하는 데 중요합니다. 이 약속을 어기면 HashMap을 사용할 때 의미 없는 결과를 얻게 됩니다.","breadcrumbs":"Ticket Management » HashMap » Eq와 Hash는 연관되어있습니다","id":"381","title":"Eq와 Hash는 연관되어있습니다"},"382":{"body":"이 섹션의 예제는 06_ticket_management/15_hashmap 에 있습니다","breadcrumbs":"Ticket Management » HashMap » 예제","id":"382","title":"예제"},"383":{"body":"Vec에서 HashMap으로 이동하여 티켓 관리 시스템의 성능을 개선하고 그 과정에서 코드를 단순화했습니다. 하지만 아직 모든 것이 완벽하지는 않습니다. Vec 지원 스토어를 반복할 때 티켓이 추가된 순서대로 반환된다는 것을 확신할 수 있었습니다. HashMap의 경우는 그렇지 않습니다. 티켓을 반복할 수 있지만 순서는 무작위입니다. HashMap에서 BTreeMap으로 전환하면 다시 일관된 순서를 보장할 수 있습니다.","breadcrumbs":"Ticket Management » BTreeMap » 순서","id":"383","title":"순서"},"384":{"body":"BTreeMap은 항목이 키를 기준으로 정렬되도록 보장합니다. 이는 특정 순서로 항목을 반복해야 하거나 범위 쿼리를 수행해야 하는 경우(예: \"ID가 10에서 20 사이인 모든 티켓을 주세요\") 유용합니다. HashMap과 마찬가지로 BTreeMap 정의에서는 트레잇 바운드를 찾을 수 없습니다. 그러나 해당 메서드에서 트레잇 바운드를 찾을 수 있습니다. insert를 살펴보겠습니다: // `K`와 `V`는 각각 `HashMap`에서와 마찬가지로 // 키와 값 타입을 나타냅니다.\nimpl<K, V> BTreeMap<K, V> { pub fn insert(&mut self, key: K, value: V) -> Option<V> where K: Ord, { // 구현 }\n} Hash는 더 이상 필요하지 않습니다. 대신, 키 유형은 'Ord' 트레잇을 구현해야 합니다.","breadcrumbs":"Ticket Management » BTreeMap » BTreeMap","id":"384","title":"BTreeMap"},"385":{"body":"Ord 트레잇은 값을 비교하는 데 사용됩니다. PartialEq는 동등성을 비교하는 데 사용되는 반면, Ord는 순서를 비교하는 데 사용됩니다. 이는 std::cmp에 정의되어 있습니다: pub trait Ord: Eq + PartialOrd { fn cmp(&self, other: &Self) -> Ordering;\n} cmp 메소드는 Less, Equal 또는 Greater 중 하나일 수 있는 Ordering 열거형을 반환합니다. Ord를 사용하려면 Eq와 PartialOrd라는 두 가지 다른 트레잇이 구현되어야 합니다.","breadcrumbs":"Ticket Management » BTreeMap » Ord","id":"385","title":"Ord"},"386":{"body":"PartialOrd는 Ord의 약한 버전입니다. 마치 PartialEq가 Eq의 약한 버전인 것과 같습니다. 정의를 보면 그 이유를 알 수 있습니다: pub trait PartialOrd: PartialEq { fn partial_cmp(&self, other: &Self) -> Option<Ordering>;\n} PartialOrd::partial_cmp는 Option을 반환합니다. 두 값을 비교할 수 있다는 보장은 없습니다. 예를 들어, f32는 NaN 값을 비교할 수 없기 때문에 Ord를 구현하지 않습니다. 이는 f32가 Eq를 구현하지 않는 것과 같은 이유입니다.","breadcrumbs":"Ticket Management » BTreeMap » PartialOrd","id":"386","title":"PartialOrd"},"387":{"body":"타입에 Ord와 PartialOrd를 모두 파생할 수 있습니다: // `Eq`와 `PartialEq`도 추가해야 합니다.\n// `Ord`가 필요로 하기 때문입니다.\n#[derive(Eq, PartialEq, Ord, PartialOrd)]\nstruct TicketId(u64); 수동으로 구현하기로 선택하거나 필요한 경우 다음 사항에 주의하세요: Ord와 PartialOrd는 Eq와 PartialEq와 일관되어야 합니다. Ord와 PartialOrd는 서로 일관되어야 합니다.","breadcrumbs":"Ticket Management » BTreeMap » Ord와 PartialOrd 구현","id":"387","title":"Ord와 PartialOrd 구현"},"388":{"body":"이 섹션의 예제는 06_ticket_management/16_btreemap 에 있습니다","breadcrumbs":"Ticket Management » BTreeMap » 예제","id":"388","title":"예제"},"389":{"body":"Rust의 가장 큰 약속 중 하나는 _두려움 없는 동시성_입니다. 즉, 안전한 동시성 프로그램 작성을 더 쉽게 만드는 것입니다. 우리는 아직 그런 것을 많이 보지 못했습니다. 지금까지 우리가 수행한 모든 작업은 단일 스레드였습니다. 이제 바뀔 시간입니다! 이번 장에서는 티켓 스토어를 멀티스레드로 만들겠습니다. 우리는 다음을 포함해 Rust의 핵심 동시성 기능 대부분을 다룰 기회를 갖게 될 것입니다: 스레드, std::thread 모듈를 사용 메시지 전달, 채널 사용 공유 상태, Arc, Mutex그리고 RwLock을 사용 Send와 Sync, Rust의 동시성을 보장하는 트레잇 또한 멀티 스레드 시스템의 다양한 디자인 패턴과 그 장단점에 대해서도 논의할 것입니다.","breadcrumbs":"스레드 » 소개","id":"389","title":"소개"},"39":{"body":"대부분의 프로그래밍 언어와 마찬가지로 Rust는 if 표현식의 조건이 거짓일 때 코드 블록을 실행하기 위한 선택적인 else 분기를 지원합니다. 예시: let number = 3; if number < 5 { println!(\"`number` is smaller than 5\");\n} else { println!(\"`number` is greater than or equal to 5\");\n}","breadcrumbs":"A Basic Calculator » 분기: if/else » else 문","id":"39","title":"else 문"},"390":{"body":"이 섹션의 예제는 07_threads/00_intro 에 있습니다","breadcrumbs":"스레드 » 예제","id":"390","title":"예제"},"391":{"body":"멀티스레드 코드 작성을 시작하기 전에 한발 물러서서 스레드가 무엇인지, 왜 스레드를 사용하려는지에 대해 이야기해 보겠습니다.","breadcrumbs":"Threads » 스레드 » 스레드","id":"391","title":"스레드"},"392":{"body":"스레드 는 기본 운영 체제에서 관리하는 실행 컨텍스트입니다. 각 스레드에는 자체 스택, 명령 포인터 및 프로그램 카운터가 있습니다. 단일 프로세스 는 여러 스레드를 관리할 수 있습니다. 이러한 스레드는 동일한 메모리 공간을 공유하므로 동일한 데이터에 액세스할 수 있습니다. 스레드는 논리적 구조입니다. 결국 CPU 코어, 즉 물리적 실행 단위에서는 한 번에 하나의 명령어 세트만 실행할 수 있습니다. CPU 코어보다 더 많은 스레드가 있을 수 있으므로 운영 체제의 스케줄러 는 주어진 시간에 실행할 스레드를 결정하고 처리량과 응답성을 최대화하기 위해 스레드 간에 CPU 시간을 분할하는 일을 담당합니다.","breadcrumbs":"Threads » 스레드 » 스레드란 무엇일까요?","id":"392","title":"스레드란 무엇일까요?"},"393":{"body":"Rust 프로그램이 시작되면 단일 스레드인 메인 스레드 에서 실행됩니다. 이 스레드는 운영 체제에 의해 생성되며 main 함수 실행을 담당합니다. use std::thread;\nuse std::time::Duration; fn main() { loop { thread::sleep(Duration::from_secs(2)); println!(\"Hello from the main thread!\"); }\n}","breadcrumbs":"Threads » 스레드 » main","id":"393","title":"main"},"394":{"body":"Rust의 표준 라이브러리는 스레드를 생성하고 관리할 수 있는 std::thread 모듈을 제공합니다.","breadcrumbs":"Threads » 스레드 » std::thread","id":"394","title":"std::thread"},"395":{"body":"std::thread::spawn을 사용하여 새 스레드를 생성하고 해당 스레드에서 코드를 실행할 수 있습니다. 예시: use std::thread;\nuse std::time::Duration; fn main() { let handle = thread::spawn(|| { loop { thread::sleep(Duration::from_secs(1)); println!(\"Hello from a thread!\"); } }); loop { thread::sleep(Duration::from_secs(2)); println!(\"Hello from the main thread!\"); }\n} Rust playground 에서 이 프로그램을 실행하면 메인 스레드와 생성된 스레드가 동시에 실행되는 것을 볼 수 있습니다. 각 스레드는 서로 독립적으로 진행됩니다.","breadcrumbs":"Threads » 스레드 » spawn","id":"395","title":"spawn"},"396":{"body":"메인 스레드가 완료되면 전체 프로세스가 종료됩니다. 생성된 스레드는 완료되거나 메인 스레드가 종료될 때까지 계속 실행됩니다. use std::thread;\nuse std::time::Duration; fn main() { let handle = thread::spawn(|| { loop { thread::sleep(Duration::from_secs(1)); println!(\"Hello from a thread!\"); } }); thread::sleep(Duration::from_secs(5));\n} 위의 예에서는 \"Hello from a thread!\"라는 메시지가 표시될 것으로 예상할 수 있습니다. 대략 5번 정도 프린트되었습니다. 그런 다음 메인 스레드가 종료되고(sleep 호출이 반환될 때) 전체 프로세스가 종료되므로 생성된 스레드가 종료됩니다.","breadcrumbs":"Threads » 스레드 » 프로세스 종료","id":"396","title":"프로세스 종료"},"397":{"body":"또한 spawn이 반환하는 JoinHandle에서 join 메서드를 호출하여 생성된 스레드가 완료될 때까지 기다릴 수도 있습니다. use std::thread;\nfn main() { let handle = thread::spawn(|| { println!(\"Hello from a thread!\"); }); handle.join().unwrap();\n} 이 예에서 기본 스레드는 종료되기 전에 생성된 스레드가 완료될 때까지 기다립니다. 이렇게 하면 두 스레드 간에 일종의 동기화 가 도입됩니다. 즉, \"Hello from a thread!\"라는 메시지가 표시됩니다. 생성된 스레드가 완료될 때까지 메인 스레드가 종료되지 않기 때문에 프로그램이 종료되기 전에 프린트됩니다.","breadcrumbs":"Threads » 스레드 » join","id":"397","title":"join"},"398":{"body":"이 섹션의 예제는 07_threads/01_threads 에 있습니다","breadcrumbs":"Threads » 스레드 » 예제","id":"398","title":"예제"},"399":{"body":"이전 연습에서 벡터의 슬라이스를 차용하려고 시도했다면 아마도 다음과 같은 컴파일러 오류가 발생했을 것입니다: error[E0597]: `v` does not live long enough |\n11 | pub fn sum(v: Vec<i32>) -> i32 { | - binding `v` declared here\n...\n15 | let right = &v[split_point..]; | ^ borrowed value does not live long enough\n16 | let left_handle = thread::spawn(move || left.iter().sum::<i32>()); | ------------------------------------------------ argument requires that `v` is borrowed for `'static`\n19 | } | - `v` dropped here while still borrowed argument requires that v is borrowed for 'static. 이게 무슨 말일까요? 'static 수명은 Rust에서 특별한 수명입니다. 이는 해당 값이 프로그램 전체 기간 동안 유효함을 의미합니다.","breadcrumbs":"Threads » 'static 수명 » 'static","id":"399","title":"'static"},"4":{"body":"이 과정은 Mainmatter 의 수석 엔지니어링 컨설턴트인 Luca Palmieri 가 작성했습니다. Luca는 2018년부터 처음에는 TrueLayer에서, 그다음에는 AWS에서 Rust와 협력해 왔습니다. Luca는 Rust에서 백엔드 애플리케이션을 구축하는 방법을 배우기 위한 유용한 리소스인 \"Zero to Production in Rust\" 의 저자입니다. 그는 또한 cargo-chef , Pavex 와 wiremock 을 포함한 다양한 오픈 소스 Rust 프로젝트의 저자이자 관리자이기도 합니다.","breadcrumbs":"환영합니다 » 작성자","id":"4","title":"작성자"},"40":{"body":"if 표현식의 조건은 bool 타입의 불리언 이어야 합니다. 정수와 마찬가지로 불리언도 Rust의 원시 타입입니다. 불리언은 true 또는 false라는 두 가지 값 중 하나를 가질 수 있습니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » 불리언","id":"40","title":"불리언"},"400":{"body":"thread::spawn을 통해 시작된 스레드는 이를 생성한 스레드보다 오래 살아 있을 수 있습니다. 예시: use std::thread; fn f() { thread::spawn(|| { thread::spawn(|| { loop { thread::sleep(std::time::Duration::from_secs(1)); println!(\"Hello from the detached thread!\"); } }); });\n} 이 예시에서 첫 번째 생성된 스레드는 매초 메시지를 프린트하는 하위 스레드를 생성합니다. 그러면 첫 번째 스레드가 완료되고 종료됩니다. 그런 일이 발생하면 해당 하위 스레드는 전체 프로세스가 실행되는 동안 계속 실행 됩니다. Rust의 용어에서는 하위 스레드가 상위 스레드보다 **오래 살았다(outlived)**고 말합니다.","breadcrumbs":"Threads » 'static 수명 » 분리된 스레드","id":"400","title":"분리된 스레드"},"401":{"body":"생성된 스레드는 다음과 같은 것이 가능하기때문에: 자신을 생성한 스레드(상위 스레드)보다 오래 살 수 있음 프로그램이 종료될 때까지 실행됨 그 함수가 종료되기 전에 삭제될 수 있는 어떤 값도 차용할 수 없습니다. 이 제약을 위반하면 사용 후 메모리 해제 후에도 사용할 수 있는 버그가 발생할 수 있습니다. 그것이 std::thread::spawn의 시그니처가 전달된 클로저가 'static 수명을 가져야 한다고 요구하는 이유입니다: pub fn spawn<F, T>(f: F) -> JoinHandle<T> where F: FnOnce() -> T + Send + 'static, T: Send + 'static\n{ // [..]\n}","breadcrumbs":"Threads » 'static 수명 » 'static 수명","id":"401","title":"'static 수명"},"402":{"body":"Rust의 모든 값에는 참조뿐만 아니라 수명이 있습니다. 특히, 데이터를 소유한 타입(예: Vec 또는 String)은 'static 제약 조건을 충족합니다. 이를 소유하고 있으면 원하는 만큼 계속 작업할 수 있습니다. 원래 생성한 함수가 반환되더라도 말입니다. 따라서 'static을 다음과 같이 해석할 수 있습니다: 나에게 소유권이 있는 값을 주세요 프로그램 전체 기간 동안 유효한 참조를 제공해 주세요 첫 번째 접근 방식은 이전 연습에서 문제를 해결한 방법입니다. 즉, 원래 벡터의 왼쪽과 오른쪽 부분을 유지하기 위해 새 벡터를 할당한 다음 생성된 스레드로 보내 준 것입니다.","breadcrumbs":"Threads » 'static 수명 » ``static'은 (그냥) 참조에 관한 것이 아닙니다","id":"402","title":"``static'은 (그냥) 참조에 관한 것이 아닙니다"},"403":{"body":"프로그램 전체 기간 동안 유효한 참조인 두 번째 케이스에 대해 이야기해 보겠습니다.","breadcrumbs":"Threads » 'static 수명 » 'static 참조","id":"403","title":"'static 참조"},"404":{"body":"가장 일반적인 경우는 문자열 리터럴과 같은 정적 데이터 에 대한 참조입니다: let s: &'static str = \"Hello world!\"; 문자열 리터럴은 컴파일 시점에서 알려져 있기 때문에, Rust는 이들을 실행파일 내부의 읽기 전용 데이터 세그먼트 에 저장합니다. 따라서 그 영역을 가리키는 모든 참조는 프로그램이 실행되는 동안 유효할 것입니다. 이는 'static 조건을 만족시킵니다.","breadcrumbs":"Threads » 'static 수명 » 정적 데이터","id":"404","title":"정적 데이터"},"405":{"body":"The data segment","breadcrumbs":"Threads » 'static 수명 » 읽을거리","id":"405","title":"읽을거리"},"406":{"body":"이 섹션의 예제는 07_threads/02_static 에 있습니다","breadcrumbs":"Threads » 'static 수명 » 예제","id":"406","title":"예제"},"407":{"body":"생성된 스레드에 대한 참조 전달과 관련된 주요 관심사는 use-after-free 버그입니다. 즉, 이미 해제/할당 해제된 메모리 영역에 대한 포인터를 사용하여 데이터에 액세스하는 것입니다. 힙 할당 데이터로 작업하는 경우 Rust에 해당 메모리를 절대 회수하지 않을 것이라고 알려줌으로써 문제를 피할 수 있습니다. 의도적으로 메모리 누수 를 발생시키는겁니다. 예를 들어 Rust의 표준 라이브러리에 있는 Box::leak 메서드를 사용하면 이 작업을 수행할 수 있습니다: // `u32`를 `Box`로 감싸서 힙에 할당합니다.\nlet x = Box::new(41u32);\n// `Box::leak`을 사용하여 해당 힙 할당을 해제하지 않을 것이라고\n// Rust에 알립니다. 따라서 'static 참조를 얻을 수 있습니다.\nlet static_ref: &'static mut u32 = Box::leak(x);","breadcrumbs":"Threads » 메모리 누수 » 데이터 유출","id":"407","title":"데이터 유출"},"408":{"body":"데이터 누출은 위험합니다. 메모리 누출이 계속되면 결국 메모리 부족 오류로 인해 메모리가 부족해지고 크래시가 발생하게됩니다. // 한동안 실행 상태로 놔두면\n// 결국 사용 가능한 메모리를 모두 사용하게 됩니다.\nfn oom_trigger() { loop { let v: Vec<usize> = Vec::with_capacity(1024); Box::leak(v); }\n} 동시에 Box::leak을 통해 유출된 메모리는 완전히 잊혀지지 않습니다. 운영 체제는 각 메모리 영역을 해당 영역을 담당하는 프로세스에 매핑할 수 있습니다. 프로세스가 종료되면 운영 체제는 해당 메모리를 회수합니다. 이 점을 염두에 두고 다음과 같은 경우 메모리 누수가 허용될 수 있습니다: 누수해야 하는 메모리 양이 유한하거나/양을 알고있을 때, 혹은 프로세스의 수명이 짧고 종료되기 전에 사용 가능한 메모리가 모두 소진되지 않을 것이라고 확신할 때 \"OS가 처리하게 하라\"는 사용 사례가 허용하는 경우 완벽하게 유효한 메모리 관리 전략입니다.","breadcrumbs":"Threads » 메모리 누수 » 데이터 유출은 프로세스 스코프에 속합니다","id":"408","title":"데이터 유출은 프로세스 스코프에 속합니다"},"409":{"body":"이 섹션의 예제는 07_threads/03_leak 에 있습니다","breadcrumbs":"Threads » 메모리 누수 » 예제","id":"409","title":"예제"},"41":{"body":"if 표현식의 조건이 불리언이 아닌 경우 컴파일 오류가 발생합니다. 예를 들어 다음 코드는 컴파일되지 않습니다: let number = 3;\nif number { println!(\"`number` is not zero\");\n} 다음과 같은 컴파일 오류가 발생합니다: error[E0308]: mismatched types --> src/main.rs:3:8 |\n3 | if number { | ^^^^^^ expected `bool`, found integer 이는 타입 강제에 관한 Rust의 철학을 따른 것입니다. 즉, 불리언이 아닌 타입에서 불리언으로의 자동 변환은 없습니다. Rust에는 JavaScript나 Python처럼 참 또는 거짓 값이라는 개념이 없습니다. 확인하려는 조건에 대해 명시적으로 설명해야 합니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » 참 혹은 거짓이 아닌 경ㅇ","id":"41","title":"참 혹은 거짓이 아닌 경ㅇ"},"410":{"body":"지금까지 논의한 모든 수명 문제에는 공통된 원인이 있습니다. 즉, 생성된 스레드가 상위 스레드보다 오래 지속될 수 있다는 것입니다. 범위 스레드 를 사용하면 이 문제를 피할 수 있습니다. let v = vec![1, 2, 3];\nlet midpoint = v.len() / 2; std::thread::scope(|scope| { scope.spawn(|| { let first = &v[..midpoint]; println!(\"Here's the first half of v: {first:?}\"); }); scope.spawn(|| { let second = &v[midpoint..]; println!(\"Here's the second half of v: {second:?}\"); });\n}); println!(\"Here's v: {v:?}\"); 무슨 일이 일어나고 있는지 파헤쳐봅시다.","breadcrumbs":"Threads » 범위 스레드 » 범위 스레드","id":"410","title":"범위 스레드"},"411":{"body":"std::thread::scope 함수는 새로운 스코프 를 생성합니다. std::thread::scope는 단일 인수인 Scope 인스턴스와 함께 클로저를 인풋으로 사용합니다.","breadcrumbs":"Threads » 범위 스레드 » scope","id":"411","title":"scope"},"412":{"body":"Scope는 spawn 메서드를 제공합니다. std::thread::spawn과 달리 Scope를 사용하여 생성된 모든 스레드는 범위가 끝나면 자동으로 조인 됩니다. 이전 예제를 std::thread::spawn으로 \"번역\"한다면 다음과 같을 것입니다: let v = vec![1, 2, 3];\nlet midpoint = v.len() / 2; let handle1 = std::thread::spawn(|| { let first = &v[..midpoint]; println!(\"Here's the first half of v: {first:?}\");\n});\nlet handle2 = std::thread::spawn(|| { let second = &v[midpoint..]; println!(\"Here's the second half of v: {second:?}\");\n}); handle1.join().unwrap();\nhandle2.join().unwrap(); println!(\"Here's v: {v:?}\");","breadcrumbs":"Threads » 범위 스레드 » Scoped spawns","id":"412","title":"Scoped spawns"},"413":{"body":"하지만 번역된 예제는 컴파일되지 않습니다. 컴파일러는 수명이 'static이 아니기 때문에 생성된 스레드에서 &v를 사용할 수 없다고 불평합니다. 이는 std::thread::scope에서는 문제가 되지 않습니다. 환경에서 안전하게 빌릴 수 있습니다 . 이 예에서는 v가 생성 지점 앞에 생성됩니다. scope가 반환된 _이후_에만 삭제됩니다. 동시에 scope 내부에 생성된 모든 스레드는 scope가 반환되기 전에 완료가 보장되므로 댕글링 포인터가 생길 위험이 없습니다. 컴파일러는 불평하지 않을 것입니다!","breadcrumbs":"Threads » 범위 스레드 » 환경에서 차용하기","id":"413","title":"환경에서 차용하기"},"414":{"body":"이 섹션의 예제는 07_threads/04_scoped_threads 에 있습니다","breadcrumbs":"Threads » 범위 스레드 » 예제","id":"414","title":"예제"},"415":{"body":"우리가 생성한 모든 스레드는 지금까지 상당히 수명이 짧았습니다. 입력을 받고, 계산을 실행하고, 결과를 반환하고, 종료합니다. 티켓 관리 시스템의 경우 클라이언트-서버 아키텍처라는 다른 작업을 수행하려고 합니다. 우리는 상태, 저장된 티켓 관리를 담당하는 하나의 장기 실행 서버 스레드 를 갖게 됩니다. 그러면 여러 클라이언트 스레드 가 생성됩니다. 각 클라이언트는 상태를 변경(예: 새 티켓 추가)하거나 정보를 검색(예: 티켓 상태 가져오기)하기 위해 상태 저장 스레드에 명령 및 쿼리 를 보낼 수 있습니다. 클라이언트 스레드들은 동시에 실행될겁니다.","breadcrumbs":"Threads » 채널 » 채널","id":"415","title":"채널"},"416":{"body":"지금까지 우리는 부모-자식 커뮤니케이션이 매우 제한적이었습니다: 생성된 스레드는 상위 컨텍스트에서 데이터를 차용/소비했습니다 생성된 스레드는 조인 시 상위 스레드에 데이터를 반환했습니다 클라이언트-서버 설계에는 이것만으로는 충분하지 않습니다. 클라이언트는 서버 스레드가 시작된 후 서버 스레드에 데이터를 보내고 받을 수 있어야 합니다. 채널 을 사용하여 문제를 해결할 수 있습니다.","breadcrumbs":"Threads » 채널 » 커뮤니케이션","id":"416","title":"커뮤니케이션"},"417":{"body":"Rust의 표준 라이브러리는 std::sync::mpsc 모듈에서 다중 생산자, 단일 소비자 (mpsc) 채널을 제공합니다. 채널에는 제한된 채널과 무제한 채널의 두 가지 타입이 있습니다. 지금은 무제한 버전을 고수하겠지만 장단점에 대해서는 나중에 논의하겠습니다. 채널 생성은 다음과 같습니다: use std::sync::mpsc::channel; let (sender, receiver) = channel(); 발신자와 수신자를 얻습니다. 데이터를 채널에 푸시하려면 발신자에서 send를 호출합니다. 채널에서 데이터를 가져오려면 수신기에서 recv를 호출합니다.","breadcrumbs":"Threads » 채널 » 채널","id":"417","title":"채널"},"418":{"body":"Sender는 복제 가능합니다. 여러 개의 발신자를 생성할 수 있으며(예: 각 클라이언트 스레드에 대해 하나씩) 모두 동일한 채널에 데이터를 푸시합니다. 대신 수신기는 복제할 수 없습니다. 특정 채널에 대해 단일 수신기만 있을 수 있습니다. 이것이 mpsc (다중 생산자 단일 소비자)가 의미하는 것입니다!","breadcrumbs":"Threads » 채널 » 여러 발신자","id":"418","title":"여러 발신자"},"419":{"body":"Sender와 Receiver는 모두 타입 매개변수 T로 일반화됩니다. 이것이 바로 우리 채널을 통해 전달될 수 있는 메시지 타입입니다. u64, 구조체, 열거형 등이 될 수 있습니다.","breadcrumbs":"Threads » 채널 » 메시지 타입","id":"419","title":"메시지 타입"},"42":{"body":"if 표현식의 조건을 작성하기 위해 비교 연산자를 사용하는 것은 매우 일반적입니다. 정수로 작업할 때 Rust에서 사용할 수 있는 비교 연산자는 다음과 같습니다: ==: 같음 !=: 같지 않음 <: 미만 >: 초과 <=: 작거나 같음 >=: 크거나 같음","breadcrumbs":"A Basic Calculator » 분기: if/else » 비교 연산자","id":"42","title":"비교 연산자"},"420":{"body":"send와 recv 모두 실패할 수 있습니다. send는 수신자가 삭제된 경우 오류를 반환합니다. 모든 발신자가 삭제되고 채널이 비어 있으면 recv는 오류를 반환합니다. 즉, 사실상 채널이 닫힐 때 send와 recv는 오류를 발생시킵니다.","breadcrumbs":"Threads » 채널 » 에러","id":"420","title":"에러"},"421":{"body":"이 섹션의 예제는 07_threads/05_channels 에 있습니다","breadcrumbs":"Threads » 채널 » 예제","id":"421","title":"예제"},"422":{"body":"Sender의 send 시그니처에 대해 잠시 생각해 봅시다: impl<T> Sender<T> { pub fn send(&self, t: T) -> Result<(), SendError<T>> { // [...] }\n} send는 &self를 인수로 사용합니다. 그러나 이는 분명히 변형을 일으키고 있습니다. 즉, 채널에 새 메시지를 추가하는 것입니다. 더욱 흥미로운 점은 Sender가 복제 가능하다는 것입니다. 서로 다른 스레드에서 동시에 채널 상태를 수정하려고 시도하는 Sender의 여러 인스턴스가 있을 수 있습니다. 이것이 바로 우리가 클라이언트-서버 아키텍처를 구축하는 데 사용하는 핵심 속성입니다. 그런데 왜 이게 가능할까요? 차용에 관한 Rust의 규칙을 위반하지 않나요? 불변 참조를 통해 변형을 일으킬 수 있을까요?","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 내부 가변성(Interior mutability)","id":"422","title":"내부 가변성(Interior mutability)"},"423":{"body":"차용 검사기를 도입했을 때 우리는 Rust에서 가질 수 있는 참조 타입을 두 가지로 명명했습니다: 불변 참조 (&T) 변경 가능한 참조 (&mut T) 이런 이름을 지어주는 것이 더 정확할겁니다: 공유 참조 (&T) 독점 참조 (&mut T) 불변/변경 가능은 대부분의 경우에 작동하는 정신 모델이며 Rust를 시작하기에 좋은 모델입니다. 하지만 방금 본 것처럼 이것이 전부는 아닙니다. &T는 실제로 가리키는 데이터가 불변임을 보장하지 않습니다. 하지만 걱정하지 마십시오. Rust는 여전히 약속을 지키고 있습니다. 단지 용어가 처음에 보이는 것보다 조금 더 미묘하다는 것뿐입니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 불변 참조가 아닌 공유 참조","id":"423","title":"불변 참조가 아닌 공유 참조"},"424":{"body":"타입이 공유 참조를 통해 데이터를 변경할 수 있도록 허용할 때마다 내부 변경 가능성 을 다루고 있는 것입니다. 기본적으로 Rust 컴파일러는 공유 참조가 불변이라고 가정합니다. 해당 가정을 기반으로 코드를 최적화 합니다. 컴파일러는 작업 순서를 변경하고 값을 캐시하며 모든 종류의 마법을 수행하여 코드를 더 빠르게 만들 수 있습니다. 데이터를 UnsafeCell로 래핑하여 \"아니요, 이 공유 참조는 실제로 변경 가능합니다\"라고 컴파일러에 알릴 수 있습니다. 내부 가변성을 허용하는 유형을 볼 때마다 UnsafeCell이 직접적으로든 간접적으로든 관련되어 있음을 확신할 수 있습니다. UnsafeCell, 원시 포인터 및 unsafe 코드를 사용하면 공유 참조를 통해 데이터를 변경할 수 있습니다. 하지만 분명히 해두자면 UnsafeCell은 차용 검사기를 무시할 수 있게 해주는 마술 지팡이가 아닙니다! unsafe 코드에는 여전히 차용 및 별칭에 대한 Rust의 규칙이 적용됩니다. 이는 Rust의 타입 시스템에서 안전성을 직접 표현할 수 없는 안전한 추상화 를 구축하는 데 활용할 수 있는 (고급) 도구입니다. unsafe 키워드를 사용할 때마다 컴파일러에게 다음과 같이 말하는 것입니다. \"나는 내가 무엇을 하는지 알고 있습니다. 나는 당신의 불변성을 위반하지 않을 것입니다. 나를 믿으십시오.\" unsafe 함수를 호출할 때마다 안전 전제 조건 을 설명하는 문서가 있을겁니다. 어떤 상황에서 unsafe 블록을 실행하는 것이 안전한지 설명합니다. std 문서에서 UnsafeCell에 대한 내용을 찾을 수 있습니다. 이 과정에서는 UnsafeCell을 직접 사용하지 않을 것이며 unsafe 코드를 작성하지도 않을 것입니다. 하지만 그것이 존재하는지, 그것이 왜 존재하는지, 그리고 그것이 Rust에서 매일 사용하는 타입과 어떻게 관련되는지를 아는 것이 중요합니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » UnsafeCell","id":"424","title":"UnsafeCell"},"425":{"body":"내부 가변성을 활용하는 몇 가지 중요한 std 타입을 살펴보겠습니다. 이는 Rust 코드에서 다소 자주 접하게 될 유형입니다. 특히 사용하는 일부 라이브러리의 내부를 들여다보면 더욱 그렇습니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 주요 사례","id":"425","title":"주요 사례"},"426":{"body":"Rc는 참조 카운트 포인터입니다. 이는 값을 둘러싸며 해당 값에 대한 참조 수를 추적합니다. 마지막 참조가 삭제되면 값의 할당이 취소됩니다. Rc에 포함된 값은 변경할 수 없습니다: 값에 대한 공유 참조만 얻을 수 있습니다. use std::rc::Rc; let a: Rc<String> = Rc::new(\"My string\".to_string());\n// 문자열 데이터에 대한 참조는 하나만 존재합니다.\nassert_eq!(Rc::strong_count(&a), 1); // `clone`을 호출하면 문자열 데이터가 복사되지 않습니다!\n// 대신 `Rc`에 대한 참조 횟수가 증가합니다.\nlet b = Rc::clone(&a);\nassert_eq!(Rc::strong_count(&a), 2);\nassert_eq!(Rc::strong_count(&b), 2);\n// ^ `a`와 `b`는 모두 동일한 문자열 데이터를 가리키며\n// 동일한 참조 카운터를 공유합니다. Rc는 내부적으로 UnsafeCell을 사용하여 공유 참조가 참조 카운트를 늘리거나 줄일 수 있도록 합니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 참조 카운팅","id":"426","title":"참조 카운팅"},"427":{"body":"RefCell은 Rust의 내부 가변성의 가장 일반적인 예 중 하나입니다. RefCell 자체에 대한 불변 참조만 있는 경우에도 RefCell에 래핑된 값을 변경할 수 있습니다. 이는 런타임 차용 검사 를 통해 수행됩니다. RefCell은 런타임에 포함된 값에 대한 참조 수(및 타입)를 추적합니다. 이미 불변적으로 빌린 값을 변경 가능하게 빌리려고 하면 프로그램은 패닉 상태가 되어 Rust의 차용 규칙이 항상 시행되도록 합니다. use std::cell::RefCell; let x = RefCell::new(42); let y = x.borrow(); // 불변 차용\nlet z = x.borrow_mut(); // 패닉! 이미 불변 차용이 존재합니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » RefCell","id":"427","title":"RefCell"},"428":{"body":"이 섹션의 예제는 07_threads/06_interior_mutability 에 있습니다","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 예제","id":"428","title":"예제"},"429":{"body":"현재 클라이언트-서버 구현에서 통신은 클라이언트에서 서버로 한 방향으로 흐릅니다. 클라이언트는 서버가 메시지를 받았는지, 성공적으로 실행했는지, 실패했는지 알 수 없습니다. 그것은 이상적이지 않습니다. 이 문제를 해결하기 위해 양방향 통신 시스템을 도입할 수 있습니다.","breadcrumbs":"Threads » Ack 패턴 » 양방향 통신","id":"429","title":"양방향 통신"},"43":{"body":"Rust에서 if 표현식은 명령문이 아닌 표현식 입니다. 즉, 값을 반환합니다. 해당 값은 변수에 할당되거나 다른 표현식에 사용될 수 있습니다. 예시: let number = 3;\nlet message = if number < 5 { \"smaller than 5\"\n} else { \"greater than or equal to 5\"\n}; 위의 예에서 if의 각 분기는 문자열 리터럴로 평가된 다음 message 변수에 할당됩니다. 유일한 요구 사항은 두 if 분기가 동일한 타입을 반환한다는 것입니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » if/else는 표현식입니다","id":"43","title":"if/else는 표현식입니다"},"430":{"body":"서버가 클라이언트에 응답을 다시 보낼 수 있는 방법이 필요합니다. 이를 수행하는 방법은 다양하지만 가장 간단한 옵션은 클라이언트가 서버에 보내는 메시지에 Sender 채널을 포함시키는 것입니다. 메시지를 처리한 후 서버는 이 채널을 사용하여 클라이언트에 응답을 다시 보낼 수 있습니다. 이는 메시지 전달 기본 요소를 기반으로 구축된 Rust 애플리케이션에서 상당히 일반적인 패턴입니다.","breadcrumbs":"Threads » Ack 패턴 » 응답 채널","id":"430","title":"응답 채널"},"431":{"body":"이 섹션의 예제는 07_threads/07_ack 에 있습니다","breadcrumbs":"Threads » Ack 패턴 » 예제","id":"431","title":"예제"},"432":{"body":"클라이언트 측의 모든 상호 작용은 상당히 낮은 수준이었습니다. 수동으로 응답 채널을 만들고, 명령을 빌드하고, 이를 서버로 보낸 다음 응답 채널에서 recv를 호출하여 응답을 받아야 합니다. 이것은 추상화할 수 있는 많은 상용구 코드이며 이것이 바로 우리가 이 예제에서 수행할 작업입니다.","breadcrumbs":"Threads » 클라이언트 » 전용 클라이언트 타입","id":"432","title":"전용 클라이언트 타입"},"433":{"body":"이 섹션의 예제는 07_threads/08_client 에 있습니다","breadcrumbs":"Threads » 클라이언트 » 예제","id":"433","title":"예제"},"434":{"body":"지금까지 우리는 무제한 채널을 사용해 왔습니다. 원하는 만큼 많은 메시지를 보낼 수 있으며 채널은 메시지를 수용할 수 있도록 커집니다. 다중 생산자 단일 소비자 시나리오에서 이는 문제가 될 수 있습니다. 생산자가 소비자가 처리할 수 있는 것보다 더 빠른 속도로 메시지를 대기열에 넣으면 채널이 계속 성장하여 잠재적으로 사용 가능한 모든 메모리를 소비하게 됩니다. 우리의 권장 사항은 프로덕션 시스템에서 무제한 채널을 절대로 사용하지 않는 것입니다. 바운드 채널 을 사용하여 대기열에 추가할 수 있는 메시지 수에 대한 상한을 항상 적용해야 합니다.","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 제한된 채널과 무제한 채널","id":"434","title":"제한된 채널과 무제한 채널"},"435":{"body":"제한된 채널에는 고정된 용량이 있습니다. 0보다 큰 용량으로 sync_channel을 호출하여 채널을 생성할 수 있습니다: use std::sync::mpsc::sync_channel; let (sender, receiver) = sync_channel(10); receiver는 이전과 동일한 타입인 Receiver<T>를 갖습니다. 대신 sender는 SyncSender<T>의 인스턴스입니다.","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 제한 채널(Bounded channels)","id":"435","title":"제한 채널(Bounded channels)"},"436":{"body":"SyncSender를 통해 메시지를 보내는 방법에는 두 가지가 있습니다: send: 채널에 공간이 있으면 메시지를 대기열에 추가하고 Ok(())를 반환합니다. 채널이 가득 차면 사용 가능한 공간이 생길 때까지 차단하고 기다립니다. try_send: 채널에 공간이 있으면 메시지를 대기열에 추가하고 Ok(())를 반환합니다. 채널이 꽉 차면 Err(TrySendError::Full(value))를 반환합니다. 여기서 value는 전송할 수 없는 메시지입니다. 케이스에 따라 둘 중 하나를 골라 사용하면 됩니다.","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 메시지 보내기","id":"436","title":"메시지 보내기"},"437":{"body":"제한된 채널을 사용하는 주요 이점은 배압 형태를 제공한다는 것입니다. 소비자가 따라잡을 수 없으면 생산자가 속도를 늦추도록 강요합니다. 그런 다음 배압이 시스템을 통해 전파되어 잠재적으로 전체 아키텍처에 영향을 미치고 최종 사용자가 요청으로 시스템을 압박하는 것을 방지할 수 있습니다.","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 배압","id":"437","title":"배압"},"438":{"body":"이 섹션의 예제는 07_threads/09_bounded 에 있습니다","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 예제","id":"438","title":"예제"},"439":{"body":"지금까지 우리는 삽입 및 검색 작업만 구현했습니다. 업데이트 작업을 제공하기 위해 시스템을 어떻게 확장할 수 있는지 살펴보겠습니다.","breadcrumbs":"Threads » 패치 » 업데이트 작업","id":"439","title":"업데이트 작업"},"44":{"body":"이 섹션의 예제는 02_basic_calculator/03_if_else 에 있습니다","breadcrumbs":"A Basic Calculator » 분기: if/else » 예제","id":"44","title":"예제"},"440":{"body":"스레드되지 않은 시스템 버전에서는 업데이트가 매우 간단했습니다. TicketStore는 호출자가 티켓에 대한 변경 가능한 참조를 얻은 다음 이를 수정할 수 있도록 하는 get_mut 메서드를 제공했습니다.","breadcrumbs":"Threads » 패치 » 레거시 업데이트","id":"440","title":"레거시 업데이트"},"441":{"body":"변경 가능한 참조를 채널을 통해 전송해야 하기 때문에 현재 멀티 스레드 버전에서는 동일한 전략이 작동하지 않습니다. 차용 검사기는 &mut Ticket이 SyncSender::send의 'static 수명 요구 사항을 충족하지 않기 때문에 우리를 막을 것입니다. 이 제한 사항을 해결하는 방법에는 몇 가지가 있습니다. 다음 연습에서는 그 중 몇 가지를 살펴보겠습니다.","breadcrumbs":"Threads » 패치 » 멀티스레드 업데이트","id":"441","title":"멀티스레드 업데이트"},"442":{"body":"채널을 통해 &mut Ticket을 보낼 수 없으므로 클라이언트 측에서 변경할 수 없습니다. 서버 측에서 변경할 순 없을까요? 변경해야 할 사항을 서버에 알리면 가능합니다. 즉, 서버에 패치 를 보내는 경우: struct TicketPatch { id: TicketId, title: Option<TicketTitle>, description: Option<TicketDescription>, status: Option<TicketStatus>,\n} id 필드는 업데이트해야 하는 티켓을 식별하는 데 필요하므로 필수입니다. 다른 모든 필드는 선택사항입니다: 필드가 None인 경우 해당 필드를 변경해서는 안 된다는 의미입니다. 필드가 Some(value)인 경우 해당 필드가 value로 변경되어야 함을 의미합니다.","breadcrumbs":"Threads » 패치 » 패치","id":"442","title":"패치"},"443":{"body":"이 섹션의 예제는 07_threads/10_patch 에 있습니다","breadcrumbs":"Threads » 패치 » 예제","id":"443","title":"예제"},"444":{"body":"방금 구현한 패치 전략에는 큰 단점이 있습니다. 바로 경쟁 조건이 발생할 수 있다는 것입니다. 두 클라이언트가 거의 동시에 동일한 티켓에 대한 패치를 보내는 경우 서버는 이를 임의의 순서로 적용합니다. 패치를 마지막으로 대기열에 추가하는 사람은 다른 클라이언트의 변경 사항을 덮어쓰게 됩니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » Locks, Send 그리고 Arc","id":"444","title":"Locks, Send 그리고 Arc"},"445":{"body":"버전 번호 를 사용하여 이 문제를 해결할 수 있습니다. 각 티켓에는 생성 시 0으로 설정된 버전 번호가 할당됩니다. 클라이언트가 패치를 보낼 때마다 원하는 변경 사항과 함께 티켓의 현재 버전 번호를 포함해야 합니다. 서버는 버전 번호가 저장된 버전 번호와 일치하는 경우에만 패치를 적용합니다. 위에 설명된 시나리오에서 서버는 두 번째 패치를 거부합니다. 버전 번호가 첫 번째 패치에 의해 증가되어 두 번째 클라이언트가 보낸 버전 번호와 일치하지 않기 때문입니다. 이 접근 방식은 분산 시스템(예: 클라이언트와 서버가 메모리를 공유하지 않는 경우)에서 매우 일반적이며 낙관적 동시성 제어 라고 알려져 있습니다. 대부분의 경우 충돌이 발생하지 않으므로 일반적인 경우에 맞게 최적화할 수 있다는 아이디어입니다. 당신은 원한다면 보너스 연습으로 이 전략을 스스로 구현할 수 있을 만큼 Rust에 대해 충분히 알고 있습니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 버전 번호","id":"445","title":"버전 번호"},"446":{"body":"잠금 을 도입하여 경쟁 조건을 수정할 수도 있습니다. 클라이언트가 티켓을 업데이트하려고 할 때마다 먼저 티켓에 대한 잠금을 획득해야 합니다. 잠금이 활성화되어 있는 동안에는 다른 클라이언트가 티켓을 수정할 수 없습니다. Rust의 표준 라이브러리는 Mutex<T>와 RwLock<T>라는 두 가지 잠금 기본 요소를 제공합니다. Mutex<T>부터 시작해 보겠습니다. 이는 mut ual ex clusion(상호 배제)을 의미하며 가장 간단한 종류의 잠금입니다. 읽기용이든 쓰기용이든 관계없이 하나의 스레드만 데이터에 액세스할 수 있도록 허용합니다. Mutex<T>는 보호하는 데이터를 래핑하므로 데이터 타입으로 일반화됩니다. 데이터에 직접 액세스할 수는 없습니다. 타입 시스템은 Mutex::lock 또는 Mutex::try_lock을 사용하여 먼저 잠금을 획득하도록 강제합니다. 전자는 잠금을 획득할 때까지 차단하고 후자는 잠금을 획득할 수 없는 경우 오류와 함께 즉시 반환합니다. 두 메서드 모두 데이터를 역참조하는 가드 개체를 반환하므로 데이터를 수정할 수 있습니다. 가드를 삭제하면 잠금이 해제됩니다. use std::sync::Mutex; // 뮤텍스 잠금으로 보호되는 정수\nlet lock = Mutex::new(0); // 뮤텍스에 대한 잠금을 획득합니다\nlet mut guard = lock.lock().unwrap(); // `Deref` 구현을 활용하여 가드를\n// 통해 데이터를 수정합니다\n*guard += 1; // `data`가 스코프를 벗어날 때 잠금이 해제됩니다\n// 이는 가드를 삭제하여 명시적으로 수행할 수도 있고\n// 가드가 스코프를 벗어날 때 암시적으로 발생할 수 있습니다\ndrop(guard)","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 잠금","id":"446","title":"잠금"},"447":{"body":"Mutex는 무엇을 감싸야 할까요? 가장 간단한 옵션은 전체 TicketStore를 하나의 Mutex로 묶는 것입니다. 이는 작동하지만 시스템 성능을 심각하게 제한합니다. 모든 읽기는 잠금이 해제될 때까지 기다려야 하기 때문에 티켓을 병렬로 읽을 수 없습니다. 이를 대략적인 잠금 이라고 합니다. 각 티켓이 자체 잠금으로 보호되는 세밀한 잠금 을 사용하는 것이 더 좋습니다. 이렇게 하면 클라이언트는 동일한 티켓에 액세스하려고 시도하지 않는 한 티켓 작업을 계속해서 병렬로 수행할 수 있습니다. // 각 티켓에 대한 잠금 장치가 있는 새로운 구조\nstruct TicketStore { tickets: BTreeMap<TicketId, Mutex<Ticket>>,\n} 이 접근 방식은 더 효율적이지만 단점도 있습니다: TicketStore가 시스템의 멀티스레드 특성을 인지 해야 합니다. 지금까지 TicketStore는 스레드의 존재를 신경 쓰지 않고 있었습니다. 일단 한번 해봅시다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 잠금 세분성","id":"447","title":"잠금 세분성"},"448":{"body":"전체 체계가 작동하려면 티켓을 수정하려는 클라이언트에 잠금을 전달해야 합니다. 그런 다음 클라이언트는 티켓을 직접 수정하고(&mut 티켓이 있는 것처럼) 작업이 완료되면 잠금을 해제할 수 있습니다. 이것은 약간 까다롭습니다. Mutex는 Clone이 아니고 TicketStore 밖으로 이동할 수 없기 때문에 채널을 통해 Mutex<Ticket>을 보낼 수 없습니다. 대신 MutexGuard를 보낼 수 있나요? 작은 예를 통해 아이디어를 테스트해 보겠습니다: use std::thread::spawn;\nuse std::sync::Mutex;\nuse std::sync::mpsc::sync_channel; fn main() { let lock = Mutex::new(0); let (sender, receiver) = sync_channel(1); let guard = lock.lock().unwrap(); spawn(move || { receiver.recv().unwrap();; }); // 채널을 통해 가드를 // 다른 스레드로 보내려고 합니다 sender.send(guard);\n} 컴파일러는 이 코드에 만족하지 않습니다: error[E0277]: `MutexGuard<'_, i32>` cannot be sent between threads safely --> src/main.rs:10:7 |\n10 | spawn(move || { | _-----_^ | | | | | required by a bound introduced by this call\n11 | | receiver.recv().unwrap();;\n12 | | }); | |_^ `MutexGuard<'_, i32>` cannot be sent between threads safely | = help: the trait `Send` is not implemented for `MutexGuard<'_, i32>`, which is required by `{closure@src/main.rs:10:7: 10:14}: Send` = note: required for `std::sync::mpsc::Receiver<MutexGuard<'_, i32>>` to implement `Send`\nnote: required because it's used within this closure MutexGuard<'_, i32>는 Send가 아니랍니다. 무슨 뜻일까요?","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 누가 lock을 걸고있나요?","id":"448","title":"누가 lock을 걸고있나요?"},"449":{"body":"Send는 타입이 한 스레드에서 다른 스레드로 안전하게 전송될 수 있음을 나타내는 마커 트레잇입니다. Send는 Sized처럼 자동 트레잇이기도 합니다. 컴파일러가 타입의 정의를 기반으로 자동으로 구현하거나 구현하지 않기도 합니다. Send를 직접 구현할 수도 있지만, 이 경우 unsafe가 필요합니다. 이는 컴파일러가 자동으로 확인할 수 없는 이유로 타입이 스레드 간에 안전하게 전송될 수 있음을 보장해야 하기 때문입니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » Send","id":"449","title":"Send"},"45":{"body":"\"변수\" 섹션 에 작성한 speed 함수로 돌아가 보겠습니다. 아마도 다음과 같았을 것입니다: fn speed(start: u32, end: u32, time_elapsed: u32) -> u32 { let distance = end - start; distance / time_elapsed\n} 예리한 눈을 갖고 계시다면 한 가지 문제를 발견하셨을 것입니다 [1] : time_elapsed가 0이면 어떻게 될까요? Rust playground에서 해 볼 수 있습니다! 프로그램은 다음 오류 메시지와 함께 종료됩니다: thread 'main' panicked at src/main.rs:3:5:\nattempt to divide by zero 이를 패닉 이라고 합니다. 패닉은 무언가 잘못되어 프로그램이 계속 실행될 수 없음을 알리는 Rust의 방법입니다. 이는 복구할 수 없는 오류 [2] 입니다. 0으로 나누는 것은 이러한 오류로 분류됩니다.","breadcrumbs":"A Basic Calculator » 패닉 » 패닉","id":"45","title":"패닉"},"450":{"body":"Sender<T>, SyncSender<T> 및 Receiver<T>는 T가 Send인 경우에만 Send입니다. 스레드 간에 값을 보내는 데 사용되며, 값 자체가 Send가 아닌 경우 스레드 간에 전송하는 것이 안전하지 않기 때문입니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 채널 요구 사항","id":"450","title":"채널 요구 사항"},"451":{"body":"MutexGuard는 Mutex가 잠금을 구현하는 데 사용하는 기본 운영 체제 프리미티브가 (일부 플랫폼에서) 잠금을 획득한 동일한 스레드에 의해 잠금을 해제해야 하기 때문에 Send가 아닙니다. 다른 스레드에 MutexGuard를 보내면 다른 스레드에 의해 잠금이 해제되어 정의되지 않은 동작이 발생하게 됩니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » MutexGuard","id":"451","title":"MutexGuard"},"452":{"body":"요약하면 다음과 같습니다: 채널을 통해 MutexGuard를 보낼 수 없습니다. 따라서 서버 측을 잠근 다음 클라이언트 측에서 티켓을 수정할 수 없습니다. 보호하는 데이터가 Send인 한 Send이기 때문에 채널을 통해 Mutex를 보낼 수 있습니다. 이는 Ticket의 경우입니다. 동시에 TicketStore에서 Mutex를 이동하거나 복제할 수 없습니다. 이 수수께끼를 어떻게 해결할 수 있을까요? 우리는 다른 각도에서 문제를 볼 필요가 있습니다. Mutex를 잠글 때 값을 소유 할 필요가 없습니다. Mutex는 내부 가변성을 사용하므로 공유 참조로 충분합니다: impl<T> Mutex<T> { // `self`가 아니라 `&self`! pub fn lock(&self) -> LockResult<MutexGuard<'_, T>> { // 세부 구현 }\n} 따라서 클라이언트에 공유 참조를 보내는 것으로 충분합니다. 하지만 참조는 'static이어야 하는데 그렇지 않기 때문에 직접적으로 그렇게 할 수는 없습니다. 어떤 면에서는 \"소유된 공유 참조\"가 필요합니다. Rust에는 Arc라는 우리 목적에 맞는 타입이 있습니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 도전과제","id":"452","title":"도전과제"},"453":{"body":"Arc는 원자 참조 카운팅 을 의미합니다. Arc는 값을 감싸고 해당 값에 대한 참조가 얼마나 많이 존재하는지 추적합니다. 마지막 참조가 삭제되면 값의 할당이 취소됩니다. Arc에 포함된 값은 변경할 수 없습니다. 이에 대한 공유 참조만 얻을 수 있습니다. use std::sync::Arc; let data: Arc<u32> = Arc::new(0);\nlet data_clone = Arc::clone(&data); // `Arc<T>`는 `Deref<T>`를 구현하므로\n// deref coercion을 사용하여 `&Arc<T>`를 `&T`로 변환할 수 있습니다\nlet data_ref: &u32 = &data; 데자뷰를 겪고 계시다면 맞습니다. Arc는 내부 가변성에 대해 이야기할 때 소개한 참조 카운트 포인터인 Rc와 매우 유사해 보입니다. 차이점은 스레드 안전성입니다. Rc는 Send가 아니지만 Arc는 그렇습니다. 이는 참조 카운트가 구현되는 방식으로 요약됩니다. Rc는 \"일반\" 정수를 사용하는 반면, Arc는 스레드 간에 안전하게 공유되고 수정될 수 있는 원자 정수를 사용합니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 우리를 구원해줄 Arc","id":"453","title":"우리를 구원해줄 Arc"},"454":{"body":"Arc와 Mutex를 쌍으로 사용하면 마침내 다음과 같은 타입을 얻게 됩니다: 다음과 같은 이유로 스레드 간에 전송될 수 있습니다: T가 Send이면 Arc는 Send이고 T가 Send이면 Mutex는 Send입니다. T는 Ticket, 즉 Send입니다. T가 무엇이든 Arc는 Clone이기 때문에 복제될 수 있습니다. Arc를 복제하면 참조 카운트가 증가하지만 데이터는 복사되지 않습니다. Arc를 사용하면 잠금을 획득하는 데 사용할 수 있는 Mutex<T>에 대한 공유 참조를 얻을 수 있으므로 래핑된 데이터를 수정하는 데 사용할 수 있습니다. 우리는 티켓 스토어의 잠금 전략을 구현하는 데 필요한 모든 요소를 갖추고 있습니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » Arc<Mutex<T>>","id":"454","title":"Arc<Mutex<T>>"},"455":{"body":"이 과정에서는 원자 연산에 대한 세부 사항을 다루지 않지만 std 문서 와 \"Rust atomics and locks\" book 책에서 더 많은 정보를 찾을 수 있습니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 읽을거리","id":"455","title":"읽을거리"},"456":{"body":"이 섹션의 예제는 07_threads/11_locks 에 있습니다","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 예제","id":"456","title":"예제"},"457":{"body":"새로운 TicketStore는 작동하지만 읽기 성능은 좋지 않습니다. Mutex<T>는 리더와 라이터를 구별하지 않기 때문에 특정 티켓을 한 번에 하나의 클라이언트만 읽을 수 있습니다. 다른 잠금 기본 요소인 RwLock<T>를 사용하여 문제를 해결할 수 있습니다. RwLock<T>는 읽기-쓰기 잠금 을 나타냅니다. 여러 리더 가 동시에 데이터에 액세스할 수 있지만 한 번에 한 명의 라이터만 액세스할 수 있습니다. RwLock<T>에는 잠금을 획득하는 두 가지 방법, 읽기와 쓰기가 있습니다. read는 데이터를 읽을 수 있는 가드를 반환하고, write는 데이터를 수정할 수 있는 가드를 반환합니다. use std::sync::RwLock; // 읽기-쓰기 잠금으로 보호되는 정수\nlet lock = RwLock::new(0); // RwLock에 대한 읽기 잠금을 획득합니다\nlet guard1 = lock.read().unwrap(); // 첫 번째 읽기 잠금이 아직 활성화되어 있는 동안\n// **두 번째** 읽기 잠금을 획득합니다\nlet guard2 = lock.read().unwrap();","breadcrumbs":"Threads » RwLock » Readers와 writers","id":"457","title":"Readers와 writers"},"458":{"body":"표면적으로 RwLock<T>는 당연한 것처럼 보입니다. 이는 Mutex<T> 기능의 상위 집합을 제공합니다. RwLock<T>를 사용할 수 있는데 왜 Mutex<T>를 사용할까요? 두 가지 주요 이유가 있습니다: RwLock<T>을 잠그는 것은 Mutex<T>를 잠그는 것보다 비용이 더 많이 듭니다. 이는 RwLock<T>이 활성 판독기와 기록기의 수를 추적해야 하는 반면 Mutex<T>는 잠금이 유지되는지 여부만 추적하면 되기 때문입니다. 이 성능 오버헤드는 작성기보다 판독기가 더 많은 경우 문제가 되지 않지만 작업 부하가 쓰기가 많은 경우 Mutex<T>가 더 나은 선택일 수 있습니다. RwLock<T>는 작성기 기아 를 유발할 수 있습니다. 잠금을 획득하기 위해 대기하는 판독기가 항상 있는 경우 작성자는 실행할 기회를 얻지 못할 수도 있습니다. RwLock<T>는 판독기와 기록기에게 잠금에 대한 액세스 권한이 부여되는 순서에 대해 어떠한 보장도 제공하지 않습니다. 이는 기본 OS에서 구현하는 정책에 따라 달라지며, 이는 작성자에게 공평하지 않을 수 있습니다. 우리의 경우 작업량이 읽기 중심일 것으로 예상할 수 있으므로(대부분의 클라이언트는 티켓을 수정하지 않고 읽기 때문에) RwLock<T>을 선택하는 것이 좋습니다.","breadcrumbs":"Threads » RwLock » 장단점","id":"458","title":"장단점"},"459":{"body":"이 섹션의 예제는 07_threads/12_rw_lock 에 있습니다","breadcrumbs":"Threads » RwLock » 예제","id":"459","title":"예제"},"46":{"body":"panic! 매크로 [3] 를 호출하여 의도적으로 패닉을 유발할 수 있습니다: fn main() { panic!(\"This is a panic!\"); // 아래 줄은 절대 실행되지 않습니다 let x = 1 + 2;\n} Rust에는 복구 가능한 오류를 처리하는 다른 메커니즘이 있는데, 이에 대해서는 나중에 다루겠습니다 . 당분간 우리는 무식하지만 간단한 임시방편으로 패닉을 고수할 것입니다.","breadcrumbs":"A Basic Calculator » 패닉 » panic! 매크로","id":"46","title":"panic! 매크로"},"460":{"body":"잠시 우리가 겪어온 여정을 되돌아보겠습니다.","breadcrumbs":"Threads » 채널 없이 » 디자인 리뷰","id":"460","title":"디자인 리뷰"},"461":{"body":"사용된 멀티스레드 티켓 저장소의 첫 번째 구현은 다음과 같습니다: 공유 상태를 유지하기 위한 단일 수명이 긴 스레드(서버) 여러 클라이언트가 자체 스레드의 채널을 통해 요청을 보냅니다. 서버가 상태를 수정하는 유일한 서버였으므로 상태 잠금이 필요하지 않았습니다. 그 이유는 \"받은 편지함\" 채널이 들어오는 요청을 자연스럽게 직렬화 했기 때문입니다. 서버는 요청을 하나씩 처리합니다. 패치 동작과 관련하여 이 접근 방식의 한계에 대해 이미 논의했지만 원래 설계의 성능 영향에 대해서는 논의하지 않았습니다. 서버는 읽기를 포함하여 한 번에 하나의 요청만 처리할 수 있었습니다.","breadcrumbs":"Threads » 채널 없이 » 채널 직렬화를 통한 잠금 없음","id":"461","title":"채널 직렬화를 통한 잠금 없음"},"462":{"body":"그런 다음 각 티켓이 자체 잠금으로 보호되고 클라이언트가 티켓을 읽을지 또는 원자적으로 수정할지 여부를 독립적으로 결정하여 적절한 잠금을 획득할 수 있는 보다 정교한 디자인으로 전환했습니다. 이 디자인은 더 나은 병렬 처리를 허용하지만(즉, 여러 클라이언트가 동시에 티켓을 읽을 수 있음) 기본적으로는 여전히 직렬 입니다. 즉, 서버가 명령을 하나씩 처리합니다. 특히 클라이언트에게 하나씩 잠금을 전달합니다. 채널을 완전히 제거하고 클라이언트가 액세스를 동기화하기 위해 잠금에만 의존하여 TicketStore에 직접 액세스할 수 있도록 허용할 수 있습니까?","breadcrumbs":"Threads » 채널 없이 » 세분화된 잠금","id":"462","title":"세분화된 잠금"},"463":{"body":"해결해야 할 두 가지 문제가 있습니다: 스레드 간에 TicketStore 공유 스토어에 대한 액세스 동기화","breadcrumbs":"Threads » 채널 없이 » 채널 삭제","id":"463","title":"채널 삭제"},"464":{"body":"우리는 모든 스레드가 동일한 상태를 참조하기를 원합니다. 그렇지 않으면 실제로는 멀티스레드 시스템이 아닙니다. 단지 여러 단일 스레드 시스템을 병렬로 실행하는 것뿐입니다. 스레드 간에 잠금을 공유하려고 할 때 이미 이 문제에 직면했습니다. Arc를 사용하면 됩니다.","breadcrumbs":"Threads » 채널 없이 » 스레드 간에 TicketStore 공유","id":"464","title":"스레드 간에 TicketStore 공유"},"465":{"body":"채널에서 제공하는 직렬화 덕분에 여전히 잠금이 해제된 상호 작용이 하나 있습니다. 바로 매장에서 티켓을 삽입(또는 제거)하는 것입니다. 채널을 제거하는 경우 TicketStore 자체에 대한 액세스를 동기화하기 위해 (또 다른) 잠금이 필요합니다. Mutex를 사용하는 경우 각 티켓에 추가 RwLock을 사용하는 것은 의미가 없습니다. Mutex는 이미 전체 매장에 대한 액세스를 직렬화하므로 어쨌든 티켓을 병렬로 읽을 수 없습니다. . 대신 RwLock을 사용하면 티켓을 병렬로 읽을 수 있습니다. 티켓을 삽입하거나 제거하는 동안 모든 읽기를 일시 중지하면 됩니다. 이 접근 방식을 따라가봅시다.","breadcrumbs":"Threads » 채널 없이 » 스토어에 대한 액세스 동기화","id":"465","title":"스토어에 대한 액세스 동기화"},"466":{"body":"이 섹션의 예제는 07_threads/13_without_channels 에 있습니다","breadcrumbs":"Threads » 채널 없이 » 예제","id":"466","title":"예제"},"467":{"body":"이 장을 마무리하기 전에 Rust 표준 라이브러리의 또 다른 핵심 트레잇인 Sync에 대해 이야기해 보겠습니다. Sync는 Send와 마찬가지로 오토 트레잇입니다. 스레드 간에 안전하게 공유 할 수 있는 모든 타입에 대해 자동으로 구현됩니다. 즉, T: Sync는 &T가 Send임을 의미합니다.","breadcrumbs":"Threads » Sync 트레잇 » Sync","id":"467","title":"Sync"},"468":{"body":"Sync는 Send를 의미하지 않는다는 점에 유의하는 것이 중요합니다. 예를 들어 MutexGuard는 Send가 아니지만 Sync입니다. 잠금을 획득한 동일한 스레드에서 잠금을 해제해야 하기 때문에 Send가 아닙니다. 따라서 MutexGuard가 다른 스레드에서 삭제되는 것을 원하지 않습니다. 그러나 다른 스레드에 &MutexGuard를 제공해도 잠금이 해제되는 위치에는 영향을 미치지 않기 때문에 이는 Sync입니다.","breadcrumbs":"Threads » Sync 트레잇 » Sync는 Send를 뜻하는게 아닙니다","id":"468","title":"Sync는 Send를 뜻하는게 아닙니다"},"469":{"body":"그 반대도 마찬가지입니다. Send는 Sync를 뜻하지 않습니다. 예를 들어 RefCell<T>는 Send(T가 Send인 경우)이지만 Sync는 아닙니다. RefCell<T>는 런타임 차용 검사를 수행하지만 차용을 추적하는 데 사용하는 카운터는 스레드로부터 안전하지 않습니다. 따라서 &RefCell을 보유하는 여러 스레드가 있으면 데이터 경쟁이 발생하고 잠재적으로 여러 스레드가 동일한 데이터에 대한 변경 가능한 참조를 얻게 됩니다. 따라서 RefCell은 Sync가 아닙니다. 대신 Send 맞습니다. 왜냐하면 RefCell을 다른 스레드로 보낼 때 포함된 데이터에 대한 참조를 남기지 않고 동시에 변경 가능한 액세스가 발생할 위험이 없기 때문입니다.","breadcrumbs":"Threads » Sync 트레잇 » Send는 Sync를 뜻하지 않습니다","id":"469","title":"Send는 Sync를 뜻하지 않습니다"},"47":{"body":"panic! 매크로 문서 우리가 곧 다루게 될 speed 와 관련된 또 다른 문제가 있습니다. 발견하셨나요? 패닉을 catch 시도할 수 있지만 이는 매우 특정한 상황에서의 최후의 수단으로 시도해야합니다. 뒤에 !가 오면 매크로 호출입니다. 지금은 매크로를 양념 함수로 생각하세요. 이 코스의 뒷부분에서 이에 대해 더 자세히 다루겠습니다.","breadcrumbs":"A Basic Calculator » 패닉 » 읽을거리","id":"47","title":"읽을거리"},"470":{"body":"이 섹션의 예제는 07_threads/14_sync 에 있습니다","breadcrumbs":"Threads » Sync 트레잇 » 예제","id":"470","title":"예제"},"471":{"body":"스레드가 Rust에서 동시성 프로그램을 작성하는 유일한 방법은 아닙니다. 이번 장에서는 비동기 프로그래밍 이라는 또 다른 접근 방식을 살펴보겠습니다. 특히 다음 내용을 소개하게 됩니다: 비동기 코드를 쉽게 작성하기 위한 async/.await 키워드 아직 완료되지 않은 계산을 나타내는 Future 트레잇 비동기 코드 실행을 위한 가장 인기 있는 런타임인 tokio Rust 비동기 모델의 협력적 특성과 이것이 코드에 미치는 영향","breadcrumbs":"Futures » 비동기 러스트","id":"471","title":"비동기 러스트"},"472":{"body":"이 섹션의 예제는 08_futures/00_intro 에 있습니다","breadcrumbs":"Futures » 예제","id":"472","title":"예제"},"473":{"body":"지금까지 작성한 모든 함수와 메소드는 열망적이었습니다. 당신이 그들을 호출할 때까지 아무 일도 일어나지 않았습니다. 하지만 한 번 수행하면 완료될 때까지 달렸습니다. 모든 작업을 수행한 다음 출력물을 반환했습니다. 때때로 그것은 바람직하지 않습니다. 예를 들어, HTTP 서버를 작성하는 경우 요청 본문이 도착하기를 기다리기, 데이터베이스가 응답하기를 기다리기, 다운스트림 서비스가 응답하기를 기다리는 등 많은 대기 가 있을 수 있습니다. 기다리는 동안 다른 일을 할 수 있다면 어떨까요? 계산 도중에 포기할 수 있다면 어떨까요? 현재 작업보다 다른 작업의 우선순위를 선택할 수 있다면 어떨까요? 이곳이 바로 비동기 함수 가 등장하는 곳입니다.","breadcrumbs":"Futures » 비동기 함수 » 비동기 함수","id":"473","title":"비동기 함수"},"474":{"body":"비동기 함수를 정의하려면 async 키워드를 사용합니다: use tokio::net::TcpListener; // 이 함수는 비동기식입니다\nasync fn bind_random() -> TcpListener { // [...]\n} 일반 함수처럼 bind_random을 호출하면 어떻게 될까요? fn run() { // `bind_random` 호출 let listener = bind_random(); // 뭣?\n} 아무 반응이 없습니다! Rust는 호출할 때 bind_random 실행을 시작하지 않습니다. (다른 언어 사용 경험을 바탕으로 예상할 수 있듯이) 백그라운드 작업으로도 실행하지 않습니다. Rust의 비동기 함수는 게으릅니다 : 명시적으로 요청하기 전까지는 어떤 작업도 수행하지 않습니다. Rust의 용어를 사용하면 bind_random이 나중에 완료될 수 있는 연산을 나타내는 타입인 future 를 반환한다고 말합니다. 이것들은 이 장의 뒷부분에서 자세히 살펴볼 인터페이스인 Future 트레잇을 구현하기 때문에 future라고 불립니다.","breadcrumbs":"Futures » 비동기 함수 » async fn","id":"474","title":"async fn"},"475":{"body":"비동기 함수에 작업을 요청하는 가장 일반적인 방법은 .await 키워드를 사용하는 것입니다: use tokio::net::TcpListener; async fn bind_random() -> TcpListener { // [...]\n} async fn run() { // `bind_random`을 호출하고 완료될 때까지 기다립니다 let listener = bind_random().await; // 이제 `listener`가 준비되었습니다\n} .await는 비동기 함수 실행이 완료될 때까지 호출자에게 제어권을 반환하지 않습니다. 위의 예시에서는 TcpListener가 생성될 때까지입니다.","breadcrumbs":"Futures » 비동기 함수 » .await","id":"475","title":".await"},"476":{"body":"혼란스럽다면, 그럴 만도 합니다! 비동기 함수의 장점은 모든 작업을 한 번에 수행하지 않는다는 점이라고 말했습니다. 그 후에, 비동기 함수가 완료될 때까지 반환하지 않는 .await를 도입했습니다. 우리가 해결하려고 했던 문제를 다시 발생시킨 것이 아닌가요? 그럼 이게 무슨 의미가 있는 걸까요? 어림도 없지! .await를 호출하면 뒤에서 많은 일이 일어납니다! 비동기 실행기 라고도 알려진 비동기 런타임 에 제어권을 양보하고 있습니다. 실행자는 마법이 일어나는 곳입니다. 실행 중인 모든 비동기 작업 을 관리하는 역할을 담당합니다. 특히 두 가지 목표의 균형을 유지합니다: 진행 : 가능할 때마다 작업이 진행되도록 합니다. 효율성 : 작업이 무언가를 기다리고 있는 경우 사용 가능한 리소스를 최대한 활용하여 그 동안 다른 작업이 실행될 수 있는지 확인하려고 합니다.","breadcrumbs":"Futures » 비동기 함수 » 런타임","id":"476","title":"런타임"},"477":{"body":"Rust는 비동기 프로그래밍에 대한 접근 방식이 매우 독특합니다. 기본 런타임이 없습니다. 표준 라이브러리는 함께 제공되지 않습니다. 직접 가져와야합니다! 대부분의 경우 생태계에서 사용 가능한 옵션 중 하나를 선택하게 됩니다. 일부 런타임은 광범위하게 적용 가능하도록 설계되어 대부분의 애플리케이션에 확실한 옵션입니다. tokio와 async-std가 이 범주에 속합니다. 다른 런타임은 특정 사용 사례에 최적화되어 있습니다. 임베디드 시스템을 위한 embassy같은 것이 있습니다. 이 과정 전체에서 우리는 Rust의 범용 비동기 프로그래밍을 위한 가장 인기 있는 런타임인 tokio를 사용하게 됩니다.","breadcrumbs":"Futures » 비동기 함수 » 기본 런타임 없음","id":"477","title":"기본 런타임 없음"},"478":{"body":"실행 파일의 진입점인 main 함수는 동기 함수여야 합니다. 여기에서 선택한 비동기 런타임을 설정하고 실행해야 합니다. 대부분의 런타임은 이를 더 쉽게 하기 위해 매크로를 제공합니다. tokio의 경우 tokio::main입니다: #[tokio::main]\nasync fn main() { // 비동기 코드가 여기에 들어갑니다\n} 이는 다음으로 확장됩니다: fn main() { let rt = tokio::runtime::Runtime::new().unwrap(); rt.block_on( // 비동기 함수는 여기에 들어갑니다 // [...] );\n}","breadcrumbs":"Futures » 비동기 함수 » #[tokio::main]","id":"478","title":"#[tokio::main]"},"479":{"body":"테스트도 마찬가지입니다. 동기식 함수여야 합니다. 각 테스트 함수는 자체 스레드에서 실행되며, 테스트에서 비동기 코드를 실행해야 하는 경우 비동기 런타임을 설정하고 시작하는 책임은 사용자에게 있습니다. tokio는 이 작업을 더 쉽게 하기 위해 #[tokio::test] 매크로를 제공합니다: #[tokio::test]\nasync fn my_test() { // 비동기 테스트 코드가 여기에 들어갑니다\n}","breadcrumbs":"Futures » 비동기 함수 » #[tokio::test]","id":"479","title":"#[tokio::test]"},"48":{"body":"이 섹션의 예제는 02_basic_calculator/04_panics 에 있습니다","breadcrumbs":"A Basic Calculator » 패닉 » 예제","id":"48","title":"예제"},"480":{"body":"이 섹션의 예제는 08_futures/01_async_fn 에 있습니다","breadcrumbs":"Futures » 비동기 함수 » 예제","id":"480","title":"예제"},"481":{"body":"이전 예제에 대한 솔루션은 다음과 같습니다: pub async fn echo(listener: TcpListener) -> Result<(), anyhow::Error> { loop { let (mut socket, _) = listener.accept().await?; let (mut reader, mut writer) = socket.split(); tokio::io::copy(&mut reader, &mut writer).await?; }\n} 나쁘지 않습니다! 두 개의 들어오는 연결 사이에 오랜 시간이 지나면 echo 함수는 유휴 상태가 되며(TcpListener::accept는 비동기 함수이므로) 실행기가 그 동안 다른 작업을 실행할 수 있습니다. 하지만 실제로 여러 작업을 동시에 실행하려면 어떻게 해야 할까요? 완료될 때까지 항상 비동기 함수를 실행한다면(.await를 사용하여) 한 번에 두 개 이상의 작업이 실행되지 않습니다. 여기가 tokio::spawn 함수가 필요한 곳입니다.","breadcrumbs":"Futures » 태스크 띄우기 » 태스크 띄우기","id":"481","title":"태스크 띄우기"},"482":{"body":"tokio::spawn을 사용하면 완료될 때까지 기다리지 않고 작업을 실행자에게 전달할 수 있습니다. tokio::spawn을 호출할 때마다 tokio에게 생성된 작업을 백그라운드에서 생성된 작업과 동시에 계속 실행하라고 지시하는 것입니다. 이를 사용하여 여러 연결을 동시에 처리하는 방법은 다음과 같습니다: use tokio::net::TcpListener; pub async fn echo(listener: TcpListener) -> Result<(), anyhow::Error> { loop { let (mut socket, _) = listener.accept().await?; // 연결을 처리하기 위해 백그라운드 작업을 생성합니다. // 따라서 기본 작업이 즉시 시작될 수 있습니다. // 새 연결을 수락합니다 tokio::spawn(async move { let (mut reader, mut writer) = socket.split(); tokio::io::copy(&mut reader, &mut writer).await?; }); }\n}","breadcrumbs":"Futures » 태스크 띄우기 » tokio::spawn","id":"482","title":"tokio::spawn"},"483":{"body":"이 예에서는 비동기 블록 을 tokio::spawn에 전달했습니다. async move { /* */ } 비동기 블록은 별도의 비동기 함수를 정의하지않고도 코드 영역을 비동기로 만들 수 있는 빠른 방법입니다.","breadcrumbs":"Futures » 태스크 띄우기 » 비동기 블록","id":"483","title":"비동기 블록"},"484":{"body":"tokio::spawn은 JoinHandle을 반환합니다. 생성된 스레드에 대해 join을 사용한 것과 같은 방식으로 JoinHandle을 사용하여 백그라운드 작업을 .await할 수 있습니다. pub async fn run() { // 원격 서버에 원격 측정 데이터를 전송하기 위한 // 백그라운드 작업을 생성합니다 let handle = tokio::spawn(emit_telemetry()); // 그동안 다른 유용한 작업을 수행합니다 do_work().await; // 하지만 원격 측정 데이터가 성공적으로 전달될 때까지 // 호출자에게 반환하지 마세요 handle.await;\n} pub async fn emit_telemetry() { // [...]\n} pub async fn do_work() { // [...]\n}","breadcrumbs":"Futures » 태스크 띄우기 » JoinHandle","id":"484","title":"JoinHandle"},"485":{"body":"tokio::spawn으로 생성된 작업에 패닉이 발생하면 실행 프로그램이 패닉을 포착합니다. 해당하는 JoinHandle을 .await하지 않으면 패닉이 생성자에게 전파되지 않습니다. JoinHandle을 .await하더라도 패닉이 자동으로 전파되지 않습니다. JoinHandle을 기다리면 에러 타입이 JoinError 인 Result가 반환됩니다. 그런 다음 JoinError::is_panic을 호출하여 작업에 패닉이 발생했는지 확인하고 패닉 처리 방법(기록, 무시 또는 전파)을 선택할 수 있습니다. use tokio::task::JoinError; pub async fn run() { let handle = tokio::spawn(work()); if let Err(e) = handle.await { if let Ok(reason) = e.try_into_panic() { // 작업에 패닉이 발생했습니다 // 패닉 해제를 재개하여, // 이를 현재 작업에 전파합니다 panic::resume_unwind(reason); } }\n} pub async fn work() { // [...]\n}","breadcrumbs":"Futures » 태스크 띄우기 » 패닉 경계","id":"485","title":"패닉 경계"},"486":{"body":"tokio::spawn을 std::spawn::thread의 비동기 버전이라고 생각할 수 있습니다. 주요 차이점에 주목하세요. std::thread::spawn을 사용하면 제어권을 OS 스케줄러에 위임합니다. 스레드 예약 방법을 제어할 수 없습니다. tokio::spawn을 사용하면 전적으로 사용자 공간에서 실행되는 비동기 실행기에 위임하게 됩니다. 기본 OS 스케줄러는 다음에 실행할 작업을 결정하는 데 관여하지 않습니다. 우리는 이제 우리가 사용하기로 선택한 실행자를 통해 그 결정을 담당하고 있습니다.","breadcrumbs":"Futures » 태스크 띄우기 » std::thread::spawn vs tokio::spawn","id":"486","title":"std::thread::spawn vs tokio::spawn"},"487":{"body":"이 섹션의 예제는 08_futures/02_spawn 에 있습니다","breadcrumbs":"Futures » 태스크 띄우기 » 예제","id":"487","title":"예제"},"488":{"body":"지금까지 우리는 추상적인 개념으로 비동기 런타임에 대해 이야기해왔습니다. 구현 방식에 대해 좀 더 자세히 살펴보겠습니다. 곧 알게 되겠지만 이는 코드에 영향을 미칩니다.","breadcrumbs":"Futures » 런타임 » 런타임 아키텍처","id":"488","title":"런타임 아키텍처"},"489":{"body":"tokio는 두 가지 다른 런타임 _성향_을 제공합니다. tokio::runtime::Builder를 통해 런타임을 구성할 수 있습니다: Builder::new_multi_thread는 멀티스레드 tokio 런타임 을 제공합니다 Builder::new_current_thread는 실행을 위해 현재 스레드 에만 의존합니다. #[tokio::main]은 기본적으로 다중 스레드 런타임을 반환하는 반면 #[tokio::test]는 기본적으로 현재 스레드 런타임을 사용합니다.","breadcrumbs":"Futures » 런타임 » 성향","id":"489","title":"성향"},"49":{"body":"지금까지 배운 내용: 함수를 정의하는 방법 함수를 호출하는 방법 Rust에서 사용할 수 있는 정수 타입 정수에 사용할 수 있는 산술 연산자 비교 및 if/else 표현식을 통해 조건 로직 실행하는 방법 팩토리얼을 다룰 준비가 된 것 같습니다!","breadcrumbs":"A Basic Calculator » 팩토리얼 » 팩토리얼","id":"49","title":"팩토리얼"},"490":{"body":"현재 스레드 런타임은 이름에서 알 수 있듯이 작업을 예약하고 실행하기 위해 시작된 OS 스레드에만 의존합니다. 현재 스레드 런타임을 사용하는 경우 동시성 은 있지만 병렬성 은 없습니다. 비동기 작업은 인터리브되지만 주어진 시간에 항상 최대 하나의 작업이 실행됩니다.","breadcrumbs":"Futures » 런타임 » 현재 스레드 런타임","id":"490","title":"현재 스레드 런타임"},"491":{"body":"대신 멀티스레드 런타임을 사용하는 경우 주어진 시간에 최대 N개의 작업을 _병렬_로 실행할 수 있습니다. 여기서 N은 런타임에서 사용하는 스레드 수입니다. 기본적으로 N은 사용 가능한 CPU 코어 수와 같습니다. 더 많은 것이 있습니다: tokio는 작업 훔치기 를 수행합니다. 스레드가 유휴 상태이면 기다리지 않고 전역 대기열에서 또는 다른 스레드의 로컬 대기열에서 이를 훔쳐 실행할 준비가 된 새 작업을 찾으려고 시도합니다. 작업 가로채기는 애플리케이션이 스레드 간에 완벽하게 균형을 이루지 못한 작업 부하를 처리할 때마다 특히 꼬리 지연 시간에 상당한 성능 이점을 제공할 수 있습니다.","breadcrumbs":"Futures » 런타임 » 멀티스레드 런타임","id":"491","title":"멀티스레드 런타임"},"492":{"body":"tokio::spawn은 버전에 구애받지 않습니다. 다중 스레드 런타임이나 현재 스레드 런타임에서 실행 중인지 상관없이 작동합니다. 단점은 시그니처가 최악의 경우(예: 다중 스레드)를 가정하고 이에 따라 제한된다는 것입니다: pub fn spawn<F>(future: F) -> JoinHandle<F::Output>\nwhere F: Future + Send + 'static, F::Output: Send + 'static,\n{ /* */ } 지금은 Future 트레잇을 무시하고 나머지 부분에 집중하겠습니다. spawn은 모든 입력이 Send이고 'static 수명을 갖도록 요구합니다. 'static 제약 조건은 std::thread::spawn에 대한 'static 제약 조건과 동일한 근거를 따릅니다. 생성된 작업은 생성된 컨텍스트보다 오래 지속될 수 있으므로 로컬 데이터에 의존해서는 안 됩니다. 생성 컨텍스트가 삭제된 후에야 할당이 취소될 수 있습니다. fn spawner() { let v = vec![1, 2, 3]; // `&v`는 충분히 오래 지속되지 않기 // 않기 때문에 작동하지 않습니다. tokio::spawn(async { for x in &v { println!(\"{x}\") } })\n} 반면에 Send는 tokio의 작업 도용 전략의 직접적인 결과입니다. 스레드 A에서 생성된 작업은 스레드 B가 유휴 상태인 경우 결국 스레드 B로 이동될 수 있습니다. 스레드 경계를 넘었기 때문에 Send여야합니다. fn spawner(input: Rc<u64>) { // 이 역시 작동하지 않습니다. 왜냐하면 // `Rc`는 `Send`가 아니기 때문입니다. tokio::spawn(async move { println!(\"{}\", input); })\n}","breadcrumbs":"Futures » 런타임 » 시사점","id":"492","title":"시사점"},"493":{"body":"이 섹션의 예제는 08_futures/03_runtime 에 있습니다","breadcrumbs":"Futures » 런타임 » 예제","id":"493","title":"예제"},"494":{"body":"","breadcrumbs":"Futures » Future trait » Future 트레잇","id":"494","title":"Future 트레잇"},"495":{"body":"tokio::spawn의 시그니처로 돌아가 봅시다: pub fn spawn<F>(future: F) -> JoinHandle<F::Output> where F: Future + Send + 'static, F::Output: Send + 'static,\n{ /* */ } F가 Send라는 것이 실제로 무엇을 의미하나요? 이는 이전 섹션에서 본 것처럼 생성 환경에서 캡처하는 값이 무엇이든 Send여야 함을 의미합니다. 그러나 그것은 그 이상을 의미합니다. _.await 지점 전체에 걸쳐 보유된 모든 값_은 Send여야 합니다. 예를 살펴보겠습니다: use std::rc::Rc;\nuse tokio::task::yield_now; fn spawner() { tokio::spawn(example());\n} async fn example() { // `Send`가 아닌 값, // 비동기 함수 _내부_에서 생성됨 let non_send = Rc::new(1); // 아무것도 하지 않는 `.await` 지점 yield_now().await; // `.await` 뒤에는 `Send`가 아닌 // 로컬 값이 여전히 필요합니다 println!(\"{}\", non_send);\n} 컴파일러는 다음 코드를 거부합니다: error: future cannot be sent between threads safely |\n5 | tokio::spawn(example()); | ^^^^^^^^^ future returned by `example` is not `Send` |\nnote: future is not `Send` as this value is used across an await |\n11 | let non_send = Rc::new(1); | -------- has type `Rc<i32>` which is not `Send`\n12 | // A `.await` point\n13 | yield_now().await; | ^^^^^ await occurs here, with `non_send` maybe used later\nnote: required by a bound in `tokio::spawn` |\n164 | pub fn spawn<F>(future: F) -> JoinHandle<F::Output> | ----- required by a bound in this function\n165 | where\n166 | F: Future + Send + 'static, | ^^^^ required by this bound in `spawn` 왜 그런 경우인지 이해하려면 Rust의 비동기 모델에 대한 이해를 개선해야 합니다.","breadcrumbs":"Futures » Future trait » 로컬 Rc 문제","id":"495","title":"로컬 Rc 문제"},"496":{"body":"우리는 async 함수가 Future 트레잇을 구현하는 타입인 futures 를 반환한다고 일찍 밝혔습니다. 미래를 상태 머신 으로 생각할 수 있습니다. 다음 두 가지 상태 중 하나입니다: 보류 중 : 계산이 아직 완료되지 않았습니다. 준비 : 계산이 완료되었습니다. 출력은 다음과 같습니다. 이는 트레잇 정의에 인코딩되어 있습니다: trait Future { type Output; // 지금은 `Pin`과 `Context`를 무시하세요 fn poll(self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output>;\n}","breadcrumbs":"Futures » Future trait » Future 트레잇","id":"496","title":"Future 트레잇"},"497":{"body":"Poll 방법은 Future 트레잇의 핵심입니다. 퓨처 그 자체로는 아무것도 할 수 없습니다. 진행하려면 폴링 이 필요합니다. poll을 호출하면 퓨처에게 작업을 요청하는 것입니다. poll은 진행을 시도한 후 다음 중 하나를 반환합니다: Poll::Pending: 퓨처가 아직 준비되지 않았습니다. 나중에 poll을 다시 호출해야 합니다. Poll::Ready(value): 퓨처가가 완료되었습니다. 계산된 value는 Self::Output 타입입니다. Future::poll이 Poll::Ready를 반환하면 다시 폴링해서는 안 됩니다. 퓨처가 완료되었으므로 더 이상 할 일이 없습니다.","breadcrumbs":"Futures » Future trait » poll","id":"497","title":"poll"},"498":{"body":"poll을 직접 호출하는 경우는 거의 없습니다. 저게 비동기 런타임의 역할입니다. 퓨쳐가 가능할 때마다 진행되고 있는지 확인하는 데 필요한 모든 정보(poll 시그니처의 Context)가 있습니다.","breadcrumbs":"Futures » Future trait » 런타임의 역할","id":"498","title":"런타임의 역할"},"499":{"body":"우리는 높은 수준의 인터페이스인 비동기 함수을 사용해 작업했습니다. 우리는 이제 저수준 프리미티브인 Future 트레잇을 살펴보았습니다. 그들은 어떻게 관련되어 있을까요? 함수를 비동기로 표시할 때마다 해당 함수는 퓨처를 반환합니다. 컴파일러는 비동기 함수의 본문을 상태 머신 으로 변환합니다: 각 .await 지점마다 하나의 상태가 됩니다. Rc 예제로 돌아가면: use std::rc::Rc;\nuse tokio::task::yield_now; async fn example() { let non_send = Rc::new(1); yield_now().await; println!(\"{}\", non_send);\n} 컴파일러는 이를 다음과 같은 열거형으로 변환합니다: pub enum ExampleFuture { NotStarted, YieldNow(Rc<i32>), Terminated,\n} example이 호출되면 ExampleFuture::NotStarted를 반환합니다. 퓨처는 아직 폴링된 적이 없으므로 아무 일도 일어나지 않았습니다. 런타임이 처음으로 폴링하면 ExampleFuture는 다음 .await 지점까지 진행됩니다. 상태 시스템의 ExampleFuture::YieldNow(Rc<i32>) 단계에서 멈추고 Poll::Pending을 반환합니다. 다시 폴링되면 나머지 코드(println!)을 실행하고 Poll::Ready(())를 반환합니다. 상태 머신 표현인 ExampleFuture를 보면 이제 example이 Send가 아닌 이유가 분명해졌습니다. 여기에는 Rc가 있으므로 Send가 될 수 없습니다.","breadcrumbs":"Futures » Future trait » async fn과 퓨처","id":"499","title":"async fn과 퓨처"},"5":{"body":"이 섹션의 예제는 01_intro/00_welcome 에 있습니다","breadcrumbs":"환영합니다 » 예제","id":"5","title":"예제"},"50":{"body":"이 섹션의 예제는 02_basic_calculator/05_factorial 에 있습니다","breadcrumbs":"A Basic Calculator » 팩토리얼 » 예제","id":"50","title":"예제"},"500":{"body":"방금 example에서 본 것처럼 모든 .await 지점은 퓨처의 수명 주기에서 새로운 중간 상태를 생성합니다. 그렇기 때문에 .await 포인트는 **양보 지점(yield points)**라고도 알려져 있습니다. 퓨처의 _양보 제어_는 이를 폴링한 런타임으로 돌아가서 런타임이 이를 일시 중지하고 (필요한 경우) 실행을 위해 다른 작업을 예약할 수 있도록 합니다. 이렇게 함으로써 여러 작업을 동시에 진행할 수 있습니다. 양보의 중요성을 나중에 다시 알아보겠습니다.","breadcrumbs":"Futures » Future trait » 양보 지점","id":"500","title":"양보 지점"},"501":{"body":"이 섹션의 예제는 08_futures/04_future 에 있습니다","breadcrumbs":"Futures » Future trait » 예제","id":"501","title":"예제"},"502":{"body":"양보 지점으로 다시 돌아갑시다. 스레드와 달리 Rust 작업은 선점될 수 없습니다 . 'tokio'는 자체적으로 작업을 일시 중지하고 그 자리에서 다른 작업을 실행하기로 결정할 수 없습니다. 작업이 양보되면 제어권은 독점적으로 실행자에게 돌아갑니다. 즉, Future::poll이 Poll::Pending을 반환할 때, async fn의 경우에는 퓨처를 .await할 때. 이로 인해 런타임이 위험에 노출됩니다. 작업이 결코 양보되지 않으면 런타임은 다른 작업을 실행할 수 없습니다. 이를 런타임 차단 이라고 합니다.","breadcrumbs":"Futures » 런타임 블로킹 » 런타임을 차단하지 마세요","id":"502","title":"런타임을 차단하지 마세요"},"503":{"body":"얼마나 긴가요? 작업이 문제가 되기 전에 양보하지 않고 얼마나 많은 시간을 보낼 수 있습니까? 런타임, 애플리케이션, 진행 중인 작업 수 및 기타 여러 요인에 따라 달라집니다. 그러나 일반적으로 항복 지점 사이에 100마이크로초 미만의 시간을 사용하도록 노력하세요.","breadcrumbs":"Futures » 런타임 블로킹 » 차단이란 무엇입니까?","id":"503","title":"차단이란 무엇입니까?"},"504":{"body":"런타임을 차단하면 다음과 같은 결과가 발생할 수 있습니다: 교착 상태 : 양보하지 않는 작업이 다른 작업이 완료되기를 기다리고 있고 해당 작업이 첫 번째 작업이 양보되기를 기다리고 있다면 교착 상태가 발생한 것입니다. 런타임이 다른 스레드에서 다른 작업을 예약할 수 없으면 진행이 불가능합니다. 기아 : 다른 작업을 실행할 수 없거나 오랜 지연 후에 실행될 수 있으며, 이로 인해 성능이 저하될 수 있습니다(예: 긴 꼬리 지연 시간).","breadcrumbs":"Futures » 런타임 블로킹 » 결과","id":"504","title":"결과"},"505":{"body":"다음과 같은 일부 타입의 작업은 일반적으로 비동기 코드에서 피해야 합니다: 동기식 I/O. 시간이 얼마나 걸릴지 예측할 수 없으며 100마이크로초보다 길어질 가능성이 높습니다. 무거운 CPU 바인딩 계산 작업. 하지만 후자의 범주는 항상 명확하지는 않습니다. 예를 들어, 몇 개의 요소를 가진 벡터를 정렬하는 것은 문제가 되지 않습니다. 그러나 벡터에 수십억 개의 항목이 있는 경우에는 이야기가 달라집니다.","breadcrumbs":"Futures » 런타임 블로킹 » 차단이 항상 명확한 것은 아닙니다","id":"505","title":"차단이 항상 명확한 것은 아닙니다"},"506":{"body":"그렇다면 차단 위험이 있는 작업을 반드시 수행해야 한다고 가정할 때 런타임 차단을 어떻게 방지할 수 있을까요? 작업을 다른 스레드로 이동해야 합니다. 작업을 실행하기 위해 tokio에서 사용하는 소위 런타임 스레드를 사용하는 것이 아닙니다. tokio는 이 목적을 위해 차단 풀 이라고 불리는 전용 스레드 풀을 제공합니다. tokio::task::spawn_blocking 함수를 사용하여 차단 풀에서 동기 작업을 생성할 수 있습니다. spawn_blocking은 작업이 완료되면 작업 결과로 확인되는 future를 반환합니다. use tokio::task; fn expensive_computation() -> u64 { // [...]\n} async fn run() { let handle = task::spawn_blocking(expensive_computation); // 그동안 다른 일을 하세요 let result = handle.await.unwrap();\n} 차단 풀은 수명이 깁니다. 스레드 초기화 비용은 여러 호출을 통해 분할되므로 spawn_blocking은 std::thread::spawn을 통해 직접 새 스레드를 생성하는 것보다 더 빠릅니다.","breadcrumbs":"Futures » 런타임 블로킹 » 차단을 피하는 방법","id":"506","title":"차단을 피하는 방법"},"507":{"body":"해당 주제에 대한 Alice Ryhl의 블로그 게시물 을 확인하세요.","breadcrumbs":"Futures » 런타임 블로킹 » 읽을거리","id":"507","title":"읽을거리"},"508":{"body":"이 섹션의 예제는 08_futures/05_blocking 에 있습니다","breadcrumbs":"Futures » 런타임 블로킹 » 예제","id":"508","title":"예제"},"509":{"body":"tokio의 문서를 찾아보면 표준 라이브러리의 타입을 \"미러링\"하지만 잠금, 채널, 타이머 등 비동기식 변형이 포함된 많은 타입을 제공한다는 것을 알 수 있습니다. 비동기식 컨텍스트에서 작업할 때는 동기식 컨텍스트보다 이러한 비동기식 대안을 선호해야 합니다. 그 이유를 이해하기 위해 이전 장에서 살펴본 상호 배타적 잠금 장치인 Mutex를 살펴보겠습니다.","breadcrumbs":"Futures » Async-aware 기본 요소 » Async-aware 기본 요소","id":"509","title":"Async-aware 기본 요소"},"51":{"body":"factorial 구현에서는 재귀를 사용해야 합니다. 이는 특히 함수형 프로그래밍에 대한 배경 지식이 있는 경우 자연스럽게 느껴질 수 있습니다. 또는 C나 Python과 같은 명령형 언어에 익숙하다면 이상하게 느껴질 수도 있습니다. 대신 루프 를 사용하여 동일한 기능을 구현하는 방법을 살펴보겠습니다.","breadcrumbs":"A Basic Calculator » 루프: while » 루프, part 1: while","id":"51","title":"루프, part 1: while"},"510":{"body":"간단한 예를 살펴보겠습니다: use std::sync::{Arc, Mutex}; async fn run(m: Arc<Mutex<Vec<u64>>>) { let guard = m.lock().unwrap(); http_call(&guard).await; println!(\"Sent {:?} to the server\", &guard); // `guard`가 여기에 삭제되었습니다\n} /// `v`를 HTTP 호출의 본문으로 사용하세요.\nasync fn http_call(v: &[u64]) { // [...]\n}","breadcrumbs":"Futures » Async-aware 기본 요소 » 사례 연구: '뮤텍스'","id":"510","title":"사례 연구: '뮤텍스'"},"511":{"body":"이 코드는 컴파일되지만 위험합니다. 비동기 컨텍스트의 std에서 Mutex에 대한 잠금을 획득하려고 합니다. 그런 다음 결과로 얻은 MutexGuard를 양보 지점(즉, http_call의 .await)에서 가지고있을겁니다. 단일 스레드 런타임에서 run을 동시에 실행하는 두 가지 작업이 있다고 가정해 보겠습니다. 우리는 다음과 같은 순서의 스케줄 이벤트를 볼 수 있습니다: Task A Task B | Acquire lock\nYields to runtime | +--------------+ | Tries to acquire lock 교착상태에 빠졌습니다. 작업 B는 잠금을 획득하지 못할 것입니다. 현재 작업 A가 잠금을 보유하고 있기 때문입니다. 작업 A는 잠금을 해제하기 전에 런타임에 양보했으며 런타임이 작업 B를 선점할 수 없기 때문에 다시 예약되지 않습니다.","breadcrumbs":"Futures » Async-aware 기본 요소 » std::sync::MutexGuard와 양보 지점","id":"511","title":"std::sync::MutexGuard와 양보 지점"},"512":{"body":"tokio::sync::Mutex로 전환하면 문제를 해결할 수 있습니다: use std::sync::Arc;\nuse tokio::sync::Mutex; async fn run(m: Arc<Mutex<Vec<u64>>>) { let guard = m.lock().await; http_call(&guard).await; println!(\"Sent {:?} to the server\", &guard); // `guard`가 여기에 삭제되었습니다\n} 잠금 획득은 이제 비동기식 작업입니다, 잠금을 획득하지 못하면 런타임으로 돌아가게됩니다. 이전 시나리오로 돌아가면 다음과 같은 일이 발생합니다: Task A Task B | Acquires the lock Starts `http_call` Yields to runtime | +--------------+ | Tries to acquire the lock Cannot acquire the lock Yields to runtime | +--------------+ |\n`http_call` completes Releases the lock Yield to runtime | +--------------+ | Acquires the lock [...] 문제 해결!","breadcrumbs":"Futures » Async-aware 기본 요소 » tokio::sync::Mutex","id":"512","title":"tokio::sync::Mutex"},"513":{"body":"이전 예제에서 실행 컨텍스트로 단일 스레드 런타임을 사용했지만, 멀티스레드 런타임을 사용할 때도 동일한 위험이 존재합니다. 차이점은 데드락을 생성하는 데 필요한 동시 작업의 수입니다: 단일 스레드 런타임에서는 2개의 작업이면 충분하고, 멀티스레드 런타임에서는 런타임 스레드 수를 N이라고 할 때 N+1개의 작업이 필요합니다.","breadcrumbs":"Futures » Async-aware 기본 요소 » 멀티스레드는 당신을 구원하지 않습니다","id":"513","title":"멀티스레드는 당신을 구원하지 않습니다"},"514":{"body":"비동기 인식 Mutex를 사용하면 성능이 저하됩니다. 잠금이 심각한 경합 상태에 있지 않다고 확신하고 그리고 양보 지점을 넘어 잠금을 유지하지 않도록 주의한다면 여전히 비동기 컨텍스트에서 std::sync::Mutex를 사용할 수 있습니다. 하지만 발생할 수 있는 위험과 성능상의 이점을 비교해보세요.","breadcrumbs":"Futures » Async-aware 기본 요소 » 단점","id":"514","title":"단점"},"515":{"body":"예시로 Mutex를 사용했지만 RwLock, 세마포어 등에도 동일하게 적용됩니다. 문제 위험을 최소화하려면 비동기 컨텍스트에서 작업할 때 비동기 버전을 선호하세요.","breadcrumbs":"Futures » Async-aware 기본 요소 » 기타 프리미티브","id":"515","title":"기타 프리미티브"},"516":{"body":"이 섹션의 예제는 08_futures/06_async_aware_primitives 에 있습니다","breadcrumbs":"Futures » Async-aware 기본 요소 » 예제","id":"516","title":"예제"},"517":{"body":"보류 중인 퓨처가 삭제되면 어떻게 될까요? 런타임은 더 이상 폴링하지 않으므로 더 이상 진행되지 않습니다. 즉, 실행이 취소 됩니다. 실제로는 타임아웃때 이런 일이 자주 발생합니다. 예시: use tokio::time::timeout;\nuse tokio::sync::oneshot;\nuse std::time::Duration; async fn http_call() { // [...]\n} async fn run() { // 10밀리초 후에 만료되도록 설정된 `Timeout`으로 퓨처를 래핑합니다. let duration = Duration::from_millis(10); if let Err(_) = timeout(duration, http_call()).await { println!(\"Didn't receive a value within 10 ms\"); }\n} 제한 시간이 만료되면 http_call에 의해 반환된 퓨처가 취소됩니다. 이것이 http_call의 본문이라고 상상해 봅시다: use std::net::TcpStream; async fn http_call() { let (stream, _) = TcpStream::connect(/* */).await.unwrap(); let request: Vec<u8> = /* */; stream.write_all(&request).await.unwrap();\n} 각 항복 지점은 취소 지점 이 됩니다. http_call은 런타임에 의해 선점될 수 없으므로 .await를 통해 실행자에게 제어권을 다시 넘겨준 후에만 폐기될 수 있습니다. 이는 재귀적으로 적용됩니다. stream.write_all(&request)는 구현 시 여러 양보 지점을 가질 가능성이 높습니다. http_call이 취소되기 전에 partial 요청을 푸시하여 연결이 끊어지고 본문 전송이 완료되지 않는 것을 볼 수 있습니다.","breadcrumbs":"Futures » 취소 » 취소","id":"517","title":"취소"},"518":{"body":"Rust의 취소 메커니즘은 매우 강력합니다. 이를 통해 호출자는 작업 자체에서 어떤 형태의 협력도 필요 없이 진행 중인 작업을 취소할 수 있습니다. 동시에 이는 매우 위험할 수 있다. 작업을 중단하기 전에 일부 정리 작업이 수행되도록 정상적인 취소 를 수행하는 것이 바람직할 수 있습니다. 예를 들어 SQL 트랜잭션에 대한 다음 가상 API를 생각해 보세요: async fn transfer_money( connection: SqlConnection, payer_id: u64, payee_id: u64, amount: u64\n) -> Result<(), anyhow::Error> { let transaction = connection.begin_transaction().await?; update_balance(payer_id, amount, &transaction).await?; decrease_balance(payee_id, amount, &transaction).await?; transaction.commit().await?;\n} 취소 시 보류 중인 트랜잭션을 그대로 두는 것보다 명시적으로 중단하는 것이 이상적입니다. 안타깝게도 Rust는 이러한 종류의 비동기 뒷처리 작업에 대한 완벽한 메커니즘을 제공하지 않습니다. 가장 일반적인 전략은 Drop 트레잇을 사용하여 필요한 뒷처리 작업을 예약하는 것입니다. 이는 다음과 같이 할 수 있습니다: 런타임에 새 작업 생성 채널의 대기열에 메시지 추가 백그라운드 스레드 생성 최적의 선택은 상황에 따라 다릅니다.","breadcrumbs":"Futures » 취소 » 뒷처리","id":"518","title":"뒷처리"},"519":{"body":"tokio::spawn으로 작업을 생성하면 해당 작업을 더 이상 버릴 수 없으며, 그것은 런타임에 속합니다. 그럼에도 불구하고, 필요한 경우 JoinHandle을 사용하여 작업을 취소할 수 있습니다: async fn run() { let handle = tokio::spawn(/* 비동기 작업 */); // 생성된 작업 취소 handle.abort();\n}","breadcrumbs":"Futures » 취소 » 생성된 작업 취소","id":"519","title":"생성된 작업 취소"},"52":{"body":"while 루프는 조건 이 true인 동안 코드 블록을 실행하는 방법입니다. 일반적인 문법은 다음과 같습니다: while <condition> { // 실행할 코드\n} 예를 들어 1부터 5까지의 숫자를 더하려할 때: let sum = 0;\nlet i = 1;\n// \"i가 5보다 작거나 같은 동안\"\nwhile i <= 5 { // `+=`는 `sum = sum + i`의 약어입니다. sum += i; i += 1;\n} 이는 i가 더 이상 5보다 작거나 같지 않을 때까지 i에 1을 계속 추가하고 sum에 i를 추가합니다.","breadcrumbs":"A Basic Calculator » 루프: while » while 루프","id":"52","title":"while 루프"},"520":{"body":"두 개의 서로 다른 퓨처를 \"경쟁\"하기 위해 tokio의 select! 매크로를 사용할 때는 매우 주의하십시오. 취소 안전 을 보장할 수 없다면 루프에서 동일한 작업을 다시 시도하는 것은 위험합니다. 자세한 내용은 select! 문서 를 확인하세요. 두 개의 비동기 데이터 스트림(예: 소켓 및 채널)을 인터리브해야 하는 경우 StreamExt::merge 를 대신 사용하는 것이 좋습니다. \"갑작스러운\" 취소보다는 CancellationToken 을 사용하는 것이 더 나을 수 있습니다.","breadcrumbs":"Futures » 취소 » 읽을거리","id":"520","title":"읽을거리"},"521":{"body":"이 섹션의 예제는 08_futures/07_cancellation 에 있습니다","breadcrumbs":"Futures » 취소 » 예제","id":"521","title":"예제"},"522":{"body":"Rust의 비동기 모델은 매우 강력하지만 추가적인 복잡성을 초래합니다. 도구를 알아가는 데 시간을 투자하세요. tokio의 문서를 자세히 살펴보고 문서를 최대한 활용하기 위해 기본 요소에 익숙해지세요. 또한 Rust의 비동기 스토리를 간소화하고 \"완성\"하기 위해 언어 및 std 수준에서 지속적인 작업이 진행 중이라는 점을 명심하세요. 이러한 누락된 부분으로 인해 일상적인 작업에서 약간 매끄럽지 않은 부분이 있을 수 있습니다. 거의 고통 없는 비동기 환경을 위한 몇 가지 권장 사항: 런타임을 선택하고 이를 고수하세요. 일부 기본 요소(예: 타이머, I/O)는 런타임 전반에 걸쳐 이식 가능하지 않습니다. 런타임을 혼합하려고 하면 문제가 발생할 수 있습니다. 런타임에 구애받지 않는 코드를 작성하려고 하면 코드베이스의 복잡성이 크게 증가할 수 있습니다. 가능하다면 피하세요. 안정적인 Stream/AsyncIterator 인터페이스는 아직 없습니다. AsyncIterator는 개념적으로 새 항목을 비동기적으로 생성하는 반복자입니다. 디자인 작업이 진행 중이지만 (아직) 합의가 이루어지지 않았습니다. tokio를 사용하는 경우 기본 인터페이스로 tokio_stream 을 참조하세요. 버퍼링에 주의하세요. 미묘한 버그의 원인이 되는 경우가 많습니다. 자세한 내용은 \"Barbara battles buffered streams\" 를 확인하세요. 비동기 작업에는 범위가 지정된 스레드와 동등한 것이 없습니다 . 자세한 내용은 \"The scoped task trilemma\" 를 확인하세요. 이러한 주의 사항에 겁먹지 마세요: 비동기식 Rust는 엄청난 규모(예: AWS, Meta)에서 기반 서비스를 위해 효과적으로 사용되고있습니다. Rust로 네트워크 애플리케이션을 구축할 계획이라면 이를 마스터해야 합니다.","breadcrumbs":"Futures » 마무리 » 마무리","id":"522","title":"마무리"},"523":{"body":"이 섹션의 예제는 08_futures/08_outro 에 있습니다","breadcrumbs":"Futures » 마무리 » 예제","id":"523","title":"예제"},"524":{"body":"Rust 투어는 여기서 끝납니다. 상당히 광범위했지만 결코 철저하지는 않았습니다. Rust는 표면적이 넓고 생태계도 훨씬 더 큰 언어입니다! 하지만 겁먹지 마세요. 모든 것을 배울 필요는 없습니다 . 프로젝트 작업 중에 도메인(백엔드, 임베디드, CLI, GUI 등)에서 효율성을 높이는 데 필요한 것이라면 무엇이든 사용하게될겁니다. 결국 지름길은 없습니다. 어떤 일을 잘하고 싶다면 계속해서 그 일을 해야 합니다. 이 코스 전반에 걸쳐 여러분은 언어와 그 구문이 손에 익을 만큼 충분한 양의 Rust를 작성했습니다. \"자신의 것\"이라고 느끼려면 훨씬 더 많은 코드를 작성해야겠지만, 계속 연습하면 그 순간은 눈 깜빡할 사이에 찾아올겁니다.","breadcrumbs":"더 나아가 » 에필로그","id":"524","title":"에필로그"},"525":{"body":"Rust와 함께하는 여정에서 앞으로 나아갈 때 유용할 수 있는 추가 리소스에 대한 몇 가지 지침으로 마무리하겠습니다.","breadcrumbs":"더 나아가 » 더 나아가","id":"525","title":"더 나아가"},"526":{"body":"Rust를 연습하기 위한 더 많은 연습문제는 rustlings 프로젝트와 exercism.io 의 Rust 트랙에서 찾을 수 있습니다.","breadcrumbs":"더 나아가 » 연습문제","id":"526","title":"연습문제"},"527":{"body":"이 과정에서 다룬 개념에 대해 다른 관점을 찾고 있다면 the Rust book 과 \"Programming Rust\" 를 확인해보세요. 정확히 같은 주제를 다루지는 않기 때문에 새로운 것을 반드시 배우게 될 것입니다. Rust는 매우 넓은 영역을 다루고 있습니다!","breadcrumbs":"더 나아가 » 입문 자료","id":"527","title":"입문 자료"},"528":{"body":"언어에 대해 더 깊이 알고 싶다면 Rustonomicon 과 \"Rust for Rustaceans\" 를 참조하세요. \"Decrusted\" series 시리즈는 가장 인기 있는 Rust 라이브러리의 내부에 대해 자세히 알아볼 수 있는 또 다른 훌륭한 리소스입니다.","breadcrumbs":"더 나아가 » 고급 자료","id":"528","title":"고급 자료"},"529":{"body":"백엔드 개발에 Rust를 사용하고 싶다면 \"Zero to Production in Rust\" 를 확인하세요. 임베디드 개발에 Rust를 사용하고 싶다면 Embedded Rust book 을 확인해 보세요.","breadcrumbs":"더 나아가 » 도메인별 자료","id":"529","title":"도메인별 자료"},"53":{"body":"위의 예는 있는 그대로 컴파일되지 않습니다. 다음과 같은 오류가 발생합니다: error[E0384]: cannot assign twice to immutable variable `sum` --> src/main.rs:7:9 |\n2 | let sum = 0; | --- | | | first assignment to `sum` | help: consider making this binding mutable: `mut sum`\n...\n7 | sum += i; | ^^^^^^^^ cannot assign twice to immutable variable error[E0384]: cannot assign twice to immutable variable `i` --> src/main.rs:8:9 |\n3 | let i = 1; | - | | | first assignment to `i` | help: consider making this binding mutable: `mut i`\n...\n8 | i += 1; | ^^^^^^ cannot assign twice to immutable variable 이는 Rust의 변수가 기본적으로 immutable 이기 때문입니다. 일단 할당된 값은 수저할 수 없습니다. 수정을 허용하려면 mut 키워드를 사용하여 변수를 mutable 으로 선언해야 합니다: // `sum`과 `i`는 이제 수정 가능합니다!\nlet mut sum = 0;\nlet mut i = 1; while i <= 5 { sum += i; i += 1;\n} 그러면 오류 없이 컴파일되고 실행됩니다.","breadcrumbs":"A Basic Calculator » 루프: while » mut 키워드","id":"53","title":"mut 키워드"},"530":{"body":"그런 다음 도메인 전반에 걸친 주요 주제에 대한 리소스를 찾을 수 있습니다. 테스트에 대해서는 \"Advanced testing, going beyond the basics\" 를 참고하세요. 원격 측정의 경우 \"You can't fix what you can't see\" 를 확인하세요.","breadcrumbs":"더 나아가 » 마스터클래스","id":"530","title":"마스터클래스"},"54":{"body":"while 루프 문서","breadcrumbs":"A Basic Calculator » 루프: while » 읽을거리","id":"54","title":"읽을거리"},"55":{"body":"이 섹션의 예제는 02_basic_calculator/06_while 에 있습니다","breadcrumbs":"A Basic Calculator » 루프: while » 예제","id":"55","title":"예제"},"56":{"body":"카운터 변수를 수동으로 증가시키는 것은 다소 지루한 일입니다. 굉장히 흔한 패턴이기도해요! 이를 더 쉽게 만들기 위해 Rust는 다양한 값을 반복하는 보다 간결한 방법인 for 루프를 제공합니다.","breadcrumbs":"A Basic Calculator » 루프: for » 루프, part 2: for","id":"56","title":"루프, part 2: for"},"57":{"body":"for 루프는 반복자 [1] 의 각 요소에 대해 코드 블록을 실행하는 방법입니다. 일반적인 문법은 다음과 같습니다: for <element> in <iterator> { // 실행할 코드\n}","breadcrumbs":"A Basic Calculator » 루프: for » for 루프","id":"57","title":"for 루프"},"58":{"body":"Rust의 표준 라이브러리는 일련의 숫자[^weird-ranges]를 반복하는 데 사용할 수 있는 range 타입을 제공합니다. 예를 들어 1부터 5까지의 합을 구한다면 다음과 같습니다: let mut sum = 0;\nfor i in 1..=5 { sum += i;\n} 루프가 실행될 때마다 i에는 코드 블록을 실행하기 전에 범위의 다음 값이 할당됩니다. Rust에는 5가지 종류의 범위가 있습니다: 1..5: A (half-open) 범위. 여기에는 1부터 4까지의 모든 숫자가 포함됩니다. 마지막 값인 5는 포함되지 않습니다. 1..=5: 포함 범위입니다. 여기에는 1부터 5까지의 모든 숫자가 포함됩니다. 마지막 값인 5도 포함됩니다. 1..: 개방형 범위입니다. 1부터 무한대(정수형의 최대값까지)까지의 모든 숫자를 포함합니다. ..5: 정수형의 최소값에서 시작하여 4로 끝나는 범위입니다. 마지막 값인 5는 포함되지 않습니다. ..=5: 정수형의 최소값에서 시작하여 5로 끝나는 범위. 마지막 값인 5를 포함합니다. 시작점이 명시적으로 지정된 처음 세 종류의 범위에 for 루프를 사용할 수 있습니다. 마지막 두 가지 범위 타입은 나중에 다루게 될 다른 상황에서 사용됩니다. 범위의 극단값은 정수 리터럴일 필요는 없습니다—변수나 표현식일 수도 있습니다! 예시: let end = 5;\nlet mut sum = 0; for i in 1..(end + 1) { sum += i;\n}","breadcrumbs":"A Basic Calculator » 루프: for » 범위","id":"58","title":"범위"},"59":{"body":"for 루프 문서 이 과정의 후반부에서 \"반복자\"로 간주되는 것이 무엇인지에 대한 정확한 정의를 제공할 것입니다. 지금은 이를 반복할 수 있는 일련의 값으로 생각하세요. [^weird-ranges]: 다른 타입(예: 문자 및 IP 주소)에도 범위를 사용할 수 있지만 일상적인 Rust 프로그래밍에서는 확실히 정수가 가장 일반적인 경우입니다.","breadcrumbs":"A Basic Calculator » 루프: for » 읽을거리","id":"59","title":"읽을거리"},"6":{"body":"앞으로 건너뛰지마세요! 이 섹션을 시작하기 전에 이전 섹션의 연습을 완료하세요. 이전 섹션은 GitHub 저장소 의 exercises/01_intro/00_welcome에 있습니다. wr 을 사용하여 코스를 시작하고 솔루션을 확인하세요. 이전 작업은 연습으로도 적합하지 않지만 이미 꽤 많은 Rust 문법 을 노출시켰습니다. 이전 연습에서 사용된 Rust 구문을 세세하게 다루지는 않을 것입니다. 대신, 계속 진행할 수 있을 정도만 다루겠습니다. 한 번에 한 걸음 씩!","breadcrumbs":"Welcome » 문법 » 문법","id":"6","title":"문법"},"60":{"body":"이 섹션의 예제는 02_basic_calculator/07_for 에 있습니다","breadcrumbs":"A Basic Calculator » 루프: for » 예제","id":"60","title":"예제"},"61":{"body":"팩토리얼은 매우 빠르게 증가합니다. 예를 들어, 팩토리얼 20은 2,432,902,008,176,640,000입니다. 이는 이미 32비트 정수의 최대값인 2,147,483,647보다 큽니다. 산술 연산의 결과가 주어진 정수 유형의 최대값보다 큰 경우 정수 오버플로우 에 대해 이야기합니다. 정수 오버플로우는 산술 연산 정의를 위반하기 때문에 문제가 됩니다. 주어진 타입의 두 정수 사이의 산술 연산 결과는 동일한 타입의 또 다른 정수여야 합니다. 하지만 _수학적으로 올바른 결과_는 해당 정수 타입에 맞지 않습니다! 결과가 특정 정수 유형의 최소값보다 작은 경우 해당 상황을 정수 언더플로우 라고 합니다. 간결하게 하기 위해 이 섹션의 나머지 부분에서는 정수 오버플로우에 대해서만 설명하겠습니다. 하지만 우리가 말하는 모든 내용은 정수 언더플로우에도 적용된다는 점을 명심하세요. \"변수\" 섹션 에 작성한 speed함수는 일부 입력 조합에 대해 언더플로우됩니다. 예: end가 start보다 작으면 end - start는 결과가 음수로 가정되지만 u32는 음수를 나타낼 수 없으므로 u32 타입으로 언더플로우됩니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 오버플로우","id":"61","title":"오버플로우"},"62":{"body":"한 가지 가능한 접근 방식은 결과를 더 큰 정수 타입으로 자동 승격시키는 것입니다. 예: 두 개의 u8 정수를 합산하고 그 결과가 256(u8::MAX + 1)이라면 Rust는 그 결과를 256을 수용할 만큼 큰 다음 정수 타입인 u16으로 해석하도록 선택할 수 있습니다. 그러나 이전에 논의한 것처럼 Rust는 타입 변환에 대해 매우 까다롭습니다. 자동 정수 승격은 정수 오버플로우 문제에 대한 Rust의 솔루션이 아닙니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 자동 승격 없음","id":"62","title":"자동 승격 없음"},"63":{"body":"자동 승격을 배제했으므로 정수 오버플로우가 발생하면 어떻게 해야 할까요? 이는 두 가지 접근 방식으로 요약됩니다: 작업 거부 예상되는 정수 타입에 맞는 \"합리적인\" 결과를 생각해 보세요","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 대안","id":"63","title":"대안"},"64":{"body":"이것은 가장 보수적인 접근 방식입니다. 정수 오버플로우가 발생하면 프로그램을 중지합니다. 이는 \"패닉\" 섹션 에서 이미 본 메커니즘인 패닉을 통해 수행됩니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 작업 거부","id":"64","title":"작업 거부"},"65":{"body":"산술 연산의 결과가 특정 정수 타입의 최대값보다 큰 경우 wrap around 를 선택할 수 있습니다. 주어진 정수형에 가능한 모든 값을 원으로 생각한다면, wrap around는 최대값에 도달하면 최소값부터 다시 시작한다는 뜻입니다. 예를 들어, 1과 255(=u8::MAX)에 wrapping addition 를 수행하면 결과는 0(=u8::MIN)입니다. 부호 있는 정수로 작업하는 경우에도 동일한 원칙이 적용됩니다. 예: 127(=i8::MAX)에 wrapping와 함께 1을 더하면 -128(=i8::MIN)이 됩니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » \"합리적인\" 결과를 내세요","id":"65","title":"\"합리적인\" 결과를 내세요"},"66":{"body":"Rust를 사용하면 개발자가 정수 오버플로우가 발생할 때 사용할 접근 방식을 선택할 수 있습니다. 동작은 overflow-checks 프로필 설정에 의해 제어됩니다. overflow-checks가 true로 설정되면 Rust는 정수 연산이 오버플로우될 때 런타임에 패닉 을 일으킬 것입니다. overflow-checks가 false로 설정되면 Rust는 정수 연산이 오버플로될 때 wrap around 합니다. 프로필 설정이 무엇인지 궁금하실 겁니다. 그것에 대해 살펴 보겠습니다!","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 오버플로우 검사","id":"66","title":"오버플로우 검사"},"67":{"body":"프로필 은 Rust 코드가 컴파일되는 방식을 사용자 정의하는 데 사용할 수 있는 구성 옵션 세트입니다. Cargo는 dev와 release라는 두 가지 내장 프로필을 제공합니다. dev 프로필은 cargo build, cargo run 또는 cargo test를 실행할 때마다 사용됩니다. 로컬 개발을 목표로 하므로 더 빠른 컴파일 시간과 더 나은 디버깅 환경을 위해 런타임 성능을 희생합니다. 대신 release 프로필은 런타임 성능에 최적화되어 있지만 컴파일 시간이 더 길어집니다. --release 플래그를 통해 명시적으로 요청해야 합니다. cargo build --release 또는 cargo run --release. \"릴리스 모드에서 프로젝트를 빌드하셨나요?\"라는 말은 Rust 커뮤니티에서 거의 밈이 되었습니다. 이는 Rust에 익숙하지 않고 릴리스 모드에서 자신의 프로젝트를 빌드하지 않았다는 사실을 깨닫기도 전에 소셜 미디어(예: Reddit, Twitter 등)에서 Rust의 성능에 대해 불평하는 개발자에게 사용하는 밈입니다. 사용자 정의 프로필을 정의하거나 기본 제공 프로필을 사용자 정의할 수도 있습니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 프로필","id":"67","title":"프로필"},"68":{"body":"기본적으로 overflow-checks는 다음과 같이 설정됩니다: dev 프로필의 경우 true release 프로필의 경우 false 이는 두 프로필의 목표와 일치합니다. dev는 로컬 개발을 목표로 하기 때문에 잠재적인 문제를 조기에 부각시키기 위해 패닉합니다. 반면에 release는 런타임 성능에 맞게 조정됩니다. 오버플로우를 확인하면 프로그램 속도가 느려지므로 wrap around를 선호합니다. 동시에 두 프로파일에 대해 다른 동작을 하면 미묘한 버그가 발생할 수 있습니다. 두 프로파일 모두에서 overflow-check를 사용할 수 있도록 하는 것이 좋습니다. 조용히 잘못된 결과를 내는 것보다 크래시나는 것이 좋습니다. 런타임 성능 문제는 대부분의 경우 무시할 수 있습니다. 성능이 중요한 애플리케이션을 사용하는 경우 벤치마크를 실행하여 감당 가능한 수준인지 결정할 수 있습니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » overflow-check","id":"68","title":"overflow-check"},"69":{"body":"Rust의 정수 오버플로에 대한 심층적인 논의는 \"Myths and legends about integer overflow in Rust\" 을 확인하세요.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 읽을거리","id":"69","title":"읽을거리"},"7":{"body":"한 줄 주석에는 //를 사용할 수 있습니다: // 이것은 한 줄 주석입니다\n// 또 다른 한 줄 주석이 이어집니다","breadcrumbs":"Welcome » 문법 » 코멘트","id":"7","title":"코멘트"},"70":{"body":"이 섹션의 예제는 02_basic_calculator/08_overflow 에 있습니다","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 예제","id":"70","title":"예제"},"71":{"body":"overflow-checks는 무뚝뚝한 도구입니다. 전체 프로그램에 영향을 미치는 전역 설정입니다. 상황에 따라 정수 오버플로우를 다르게 처리하려는 경우가 종종 있습니다. 때로는 래핑이 올바른 선택이고, 다른 경우에는 패닉이 더 좋습니다.","breadcrumbs":"A Basic Calculator » 포화 산술 » 사례별 동작","id":"71","title":"사례별 동작"},"72":{"body":"wrapping_ 메소드 [1] 를 사용하여 연산별로 래핑 산술을 선택할 수 있습니다. 예를 들어 wrapping_add를 사용하여 래핑으로 두 개의 정수를 더할 수 있습니다: let x = 255u8;\nlet y = 1u8;\nlet sum = x.wrapping_add(y);\nassert_eq!(sum, 0);","breadcrumbs":"A Basic Calculator » 포화 산술 » wrapping_ 메소드","id":"72","title":"wrapping_ 메소드"},"73":{"body":"또는 saturating_ 메서드를 사용하여 포화 산술 을 선택할 수도 있습니다. 래핑 대신 포화 산술은 정수 타입의 최대값 또는 최소값을 반환합니다. 예시: let x = 255u8;\nlet y = 1u8;\nlet sum = x.saturating_add(y);\nassert_eq!(sum, 255); 255 + 1은 256이며 이는 u8::MAX보다 크므로 결과는 u8::MAX (255)입니다. 언더플로우의 경우 반대가 발생합니다. 0 - 1은 -1이며 이는 u8::MIN보다 작으므로 결과는 u8::MIN (0)입니다. overflow-checks 프로필 설정을 통해 포화 산술을 할 수 없습니다. 산술 연산을 수행할 때 이를 명시적으로 선택해야 합니다. 메소드를 특정 유형에 \"연결된\" 함수로 생각할 수 있습니다. 다음 장에서는 메서드(그리고 이를 정의하는 방법)를 다룰 것입니다.","breadcrumbs":"A Basic Calculator » 포화 산술 » saturating_ 메소드","id":"73","title":"saturating_ 메소드"},"74":{"body":"이 섹션의 예제는 02_basic_calculator/09_saturating 에 있습니다","breadcrumbs":"A Basic Calculator » 포화 산술 » 예제","id":"74","title":"예제"},"75":{"body":"우리는 Rust가 정수에 대해 암묵적인 타입 변환을 수행하지 않는다는 점을 계속해서 반복했습니다. 그렇다면 명시적 변환을 어떻게 수행할까요?","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 변환, pt. 1","id":"75","title":"변환, pt. 1"},"76":{"body":"as 연산자를 사용하여 정수 타입 간에 변환할 수 있습니다. as 변환은 infallible 입니다. 예시: let a: u32 = 10; // `a`를 `u64` 타입으로 캐스트\nlet b = a as u64; // 컴파일러가\n// 올바르게 추론할 수 있는 경우\n// `_`를 대상 타입으로 사용할 수 있습니다. 예시:\nlet c: u64 = a as _; 이 변환의 의미는 여러분이 예상하는 것과 같습니다. 모든 u32 값은 유효한 u64 값입니다.","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » as","id":"76","title":"as"},"77":{"body":"반대 방향으로 가면 상황이 더 흥미로워집니다: // 너무 커서\n// `u8`에 들어갈 수 없는 숫자\nlet a: u16 = 255 + 1;\nlet b = a as u8; as 변환에는 오류가 없기 때문에 이 프로그램은 문제 없이 실행됩니다. 그런데 b의 값은 무엇입니까? 더 큰 정수 타입에서 더 작은 타입으로 전환할 때 Rust 컴파일러는 truncation 을 수행합니다. 무슨 일이 일어나는지 이해하기 위해 256u16이 메모리에 비트 시퀀스로 어떻게 표시되는지부터 살펴보겠습니다: 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0\n| | |\n+---------------+---------------+ First 8 bits Last 8 bits u8로 변환할 때 Rust 컴파일러는 u16 메모리 표현의 마지막 8비트를 유지합니다: 0 0 0 0 0 0 0 0 | |\n+---------------+ Last 8 bits 따라서 256 as u8은 0과 같습니다. 그건... 대부분의 시나리오에서 이상적이지 않습니다. 실제로, Rust 컴파일러는 여러분이 리터럴 값을 캐스팅하려고 시도하는 것을 발견하면 적극적으로 여러분을 막으려고 노력할 것입니다: error: literal out of range for `i8` |\n4 | let a = 255 as i8; | ^^^ | = note: the literal `255` does not fit into the type `i8` whose range is `-128..=127` = help: consider using the type `u8` instead = note: `#[deny(overflowing_literals)]` on by default","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » Truncation","id":"77","title":"Truncation"},"78":{"body":"경험상 as 캐스팅할 때는 매우 주의해야 합니다. 더 작은 타입에서 더 큰 타입으로 전환하려면 독점적으로 사용하세요. 더 큰 정수 타입에서 더 작은 정수 타입으로 변환하려면 이 과정의 뒷부분에서 살펴볼 fallible 변환 메커니즘 을 사용하세요.","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 추천하는 방식","id":"78","title":"추천하는 방식"},"79":{"body":"놀라운 동작이 as 캐스팅의 유일한 단점은 아닙니다. as 캐스팅은 상당히 제한적이어서, 원시 타입과 몇 가지 특별한 경우에만 사용할 수 있습니다. 복합 타입으로 작업할 때 나중에 살펴보게 될 다양한 변환 메커니즘( fallible 과 infallible )를 사용해야합니다.","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 한계점","id":"79","title":"한계점"},"8":{"body":"Rust의 함수는 fn 키워드를 사용하여 정의되며 그 뒤에 함수 이름, 입력 매개변수, 반환 유형이 옵니다. 함수 본문은 중괄호 {}로 감싸줍니다. 이전 연습에서는 인사말 기능을 보았습니다: // `fn` \\<function_name> ( <input parameters> ) -> \\<return_type> { <body> }\nfn greeting() -> &'static str { // TODO: fix me 👇 \"I'm ready to \\_\\_!\"\n} greeting에는 입력 매개변수가 없으며 문자열 슬라이스 (&'static str)에 대한 참조를 반환합니다.","breadcrumbs":"Welcome » 문법 » 함수","id":"8","title":"함수"},"80":{"body":"각 소스/타겟 조합에 대한 as 캐스팅의 정확한 동작과 허용되는 변환의 전체 목록을 알아보려면 Rust's official reference 를 확인하세요.","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 읽을거리","id":"80","title":"읽을거리"},"81":{"body":"이 섹션의 예제는 02_basic_calculator/10_as_casting 에 있습니다","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 예제","id":"81","title":"예제"},"82":{"body":"첫 번째 장에서는 Rust의 원시 타입, 연산자 및 기본 흐름 제어 구성 중 일부에 대해 잘 이해할 수 있었을 것입니다. 이번 장에서 우리는 한 단계 더 나아가 Rust를 진정으로 독특하게 만드는 요소인 소유권 을 다룰 것입니다. 소유권은 Rust가 가비지콜렉터 없이도 메모리 안전과 성능을 모두 발휘할 수 있게 해줍니다. 실행 예제로서 소프트웨어 프로젝트에서 버그, 기능 또는 작업을 추적하는 데 사용하는 종류의 (JIRA와 유사한) 티켓을 사용합니다. 우리는 Rust에서 모델링을 시도해 볼 것입니다. 이것은 첫 번째 반복이 될 것입니다. 이 장의 끝까지 완벽하지도 않고 매우 관용적이지도 않을 것입니다. 그래도 충분히 도전할 수 있을 거예요! 앞으로 나아가려면 다음과 같은 몇 가지 새로운 Rust 개념을 선택해야 합니다: struct, 사용자 정의 타입을 정의하는 Rust의 방법 중 하나 소유권, 참조 및 차용 메모리 관리: 스택, 힙, 포인터, 데이터 레이아웃, 소멸자 모듈 및 가시성 문자열","breadcrumbs":"Ticket v1 » 티켓 모델링","id":"82","title":"티켓 모델링"},"83":{"body":"이 섹션의 예제는 03_ticket_v1/00_intro 에 있습니다","breadcrumbs":"Ticket v1 » 예제","id":"83","title":"예제"},"84":{"body":"우리는 각 티켓에 대해 세 가지 정보를 추적해야 합니다: 제목 설명 상태 이를 표현하기 위해 String 을 사용하는 것부터 시작할 수 있습니다. String은 UTF-8로 인코딩된 텍스트를 나타내기 위해 Rust의 표준 라이브러리에 정의된 타입입니다. 하지만 이 세 가지 정보를 어떻게 단일 항목으로 결합 할 수 있을까요?","breadcrumbs":"Ticket v1 » 구조체 » 구조체","id":"84","title":"구조체"},"85":{"body":"struct는 새로운 Rust 타입 을 정의합니다. struct Ticket { title: String, description: String, status: String\n} 구조체는 다른 프로그래밍 언어에서 클래스나 개체라고 부르는 것과 매우 유사합니다.","breadcrumbs":"Ticket v1 » 구조체 » 구조체 정의","id":"85","title":"구조체 정의"},"86":{"body":"새로운 유형은 다른 유형을 필드 로 결합하여 구축됩니다. 각 필드에는 콜론 :으로 구분된 이름과 유형이 있어야 합니다. 필드가 여러 개인 경우 쉼표 ,로 구분합니다. 아래 Configuration 구조체에서 볼 수 있듯이 필드는 동일한 유형일 필요는 없습니다: struct Configuration { version: u32, active: bool\n}","breadcrumbs":"Ticket v1 » 구조체 » 필드 정의","id":"86","title":"필드 정의"},"87":{"body":"각 필드의 값을 지정하여 구조체의 인스턴스를 만들 수 있습니다: // 문법: <StructName> { <field_name>: <value>, ... }\nlet ticket = Ticket { title: \"Build a ticket system\".into(), description: \"Create a system that can manage tickets across a Kanban board\".into(), status: \"Open\".into()\n};","breadcrumbs":"Ticket v1 » 구조체 » 인스턴스화","id":"87","title":"인스턴스화"},"88":{"body":". 연산자를 사용하여 구조체의 필드에 액세스할 수 있습니다: // 필드 접근\nlet x = ticket.description;","breadcrumbs":"Ticket v1 » 구조체 » 필드에 접근하기","id":"88","title":"필드에 접근하기"},"89":{"body":"메서드 를 정의하여 구조체에 동작을 연결할 수 있습니다. 예를 들어 Ticket 구조체를 사용하면 다음과 같습니다: impl Ticket { fn is_open(self) -> bool { self.status == \"Open\" }\n} // 문법:\n// impl <StructName> {\n// fn <method_name>(<parameters>) -> <return_type> {\n// // Method body\n// }\n// } 메소드는 함수와 매우 유사하지만 두 가지 주요 차이점이 있습니다: 메소드는 impl 블록 안에 정의되어야 합니다 메소드는 self를 첫 번째 매개변수로 사용할 수 있습니다. self는 키워드이며 메소드가 호출되는 구조체의 인스턴스를 나타냅니다.","breadcrumbs":"Ticket v1 » 구조체 » 메서드","id":"89","title":"메서드"},"9":{"body":"함수가 아무 것도 반환하지 않으면(즉, Rust의 단위 유형인 ()를 반환하는 경우) 반환 유형을 시그니처에서 생략할 수 있습니다. 이것이 test_welcome 함수에서 있었던 일입니다: fn test_welcome() { assert_eq!(greeting(), \"I'm ready to learn Rust!\");\n} 위의 내용은 다음과 동일합니다: // Spelling out the unit return type explicitly\n// 👇\nfn test_welcome() -> () { assert_eq!(greeting(), \"I'm ready to learn Rust!\");\n}","breadcrumbs":"Welcome » 문법 » 반환 유형","id":"9","title":"반환 유형"},"90":{"body":"메소드가 self를 첫 번째 매개변수로 사용하는 경우 메서드 호출 문법 을 사용하여 호출할 수 있습니다: // 메소드 호출 문법: <instance>.<method_name>(<parameters>)\nlet is_open = ticket.is_open(); 이는 이전 장에서 u32 값에 대해 포화 산술 연산을 수행하는 데 사용한 것과 동일한 호출 문법입니다.","breadcrumbs":"Ticket v1 » 구조체 » self","id":"90","title":"self"},"91":{"body":"메소드가 self를 첫 번째 매개변수로 사용하지 않으면 정적 메서드 입니다. struct Configuration { version: u32, active: bool\n} impl Configuration { // `default`는 `Configuration`의 정적 메서드입니다. fn default() -> Configuration { Configuration { version: 0, active: false } }\n} 정적 메서드를 호출하는 유일한 방법은 함수 호출 문법 을 사용하는 것입니다: // 함수 호출 문법: <StructName>::<method_name>(<parameters>)\nlet default_config = Configuration::default();","breadcrumbs":"Ticket v1 » 구조체 » 정적 메서드","id":"91","title":"정적 메서드"},"92":{"body":"self를 첫 번째 매개변수로 사용하는 메소드의 경우에도 함수 호출 문법을 사용할 수 있습니다: // 함수 호출 문법: <StructName>::<method_name>(<instance>, <parameters>)\nlet is_open = 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배우기 위한 100가지 연습 에 오신 것을 환영합니다! 이 코스에서는 Rust의 핵심 개념을 한 번에 하나씩 연습해 볼 것입니다. Rust의 문법, Trait 시스템, 표준 라이브러리와 생태계에 대해 배우게 됩니다. 우리는 당신이 Rust에 대한 사전 지식이 없지만, 적어도 다른 프로그래밍 언어 하나는 알고 있다고 가정합니다. 그리고 시스템 프로그래밍이나 메모리 관리에 대한 사전 지식을 가지고있다고 가정합니다. 이 코스에서 앞선 주제들을 다루어 볼것입니다. 즉, 처음부터 다시 시작하는 것입니다! 작고 관리 가능한 단계를 통해 Rust 지식을 쌓을 수 있습니다. 과정이 끝나면 중소 규모의 Rust 프로젝트에서 편안하게 작업할 수 있을 만큼 약 100개의 연습 문제를 풀게 됩니다.","breadcrumbs":"환영합니다 » 환영합니다","id":"0","title":"환영합니다"},"1":{"body":"이 과정은 \"실행을 통해 학습\" 원칙을 기반으로 합니다. 대화형 및 실습형으로 설계되었습니다. Mainmatter 는 4일에 걸친 교육환경에서 제공되도록 이 코스를 만들었습니다. 각 참석자는 자신만의 페이스로, 숙련된 강사의 지도를 받으며, 질문에 답하고, 필요에 따라 주제에 대해 더 깊이 파고들며 수업을 진행합니다. 교육 세션에 참여하고 싶거나 이 교육 과정을 회사에 도입하고 싶다면 연락해 주세요. 스스로 과정을 따라갈 수도 있지만, 막히는 경우 과정을 진행하는 데 도움을 줄 수 있는 친구나 멘토를 찾는 것이 좋습니다. 깃헙 리포지토리의 solutions 브랜치 에서 모든 연습에 대한 솔루션을 찾을 수도 있습니다.","breadcrumbs":"환영합니다 » 방법론","id":"1","title":"방법론"},"10":{"body":"함수의 마지막 표현식은 암시적으로 반환됩니다: fn greeting() -> &'static str { // This is the last expression in the function // Therefore its value is returned by `greeting` \"I'm ready to learn Rust!\"\n} 중간에 값을 반환하려면 return 키워드를 사용할 수도 있습니다: fn greeting() -> &'static str { // Notice the semicolon at the end of the line! return \"I'm ready to learn Rust!\";\n} 가능하면 'return' 키워드를 생략하는 것이 관용적입니다.","breadcrumbs":"Welcome » 문법 » 반환 값","id":"10","title":"반환 값"},"100":{"body":"모듈은 중첩되어 트리 구조를 형성할 수 있습니다. 트리의 루트는 다른 모든 모듈을 포함하는 최상위 모듈인 크레이트 자체입니다. 라이브러리 크레이트의 경우 루트 모듈은 일반적으로 src/lib.rs입니다(위치가 사용자 정의 되지 않은 경우). 루트 모듈은 크레이트 루트 라고도 합니다. 크레이트 루트에는 하위 모듈이 있을 수 있으며, 이 하위 모듈은 자체 하위 모듈을 가질 수도 있습니다.","breadcrumbs":"Ticket v1 » 모듈 » 모듈 트리","id":"100","title":"모듈 트리"},"101":{"body":"인라인 모듈은 작은 코드 조각에 유용하지만 프로젝트가 커지면 코드를 여러 파일로 분할하고 싶을 것입니다. 상위 모듈에서는 mod 키워드를 사용하여 하위 모듈의 존재를 선언합니다. mod dog; Rust의 빌드 도구인 cargo는 모듈 구현이 포함된 파일을 찾는 일을 담당합니다. 모듈이 크레이트 루트(예: src/lib.rs 또는 src/main.rs)에 선언된 경우 cargo는 파일 이름이 다음 중 하나로 지정될 것으로 예상합니다: src/<module_name>.rs src/<module_name>/mod.rs 모듈이 다른 모듈의 하위 모듈인 경우 파일 이름은 다음과 같아야 합니다: [..]/<parent_module>/<module_name>.rs [..]/<parent_module>/<module_name>/mod.rs 예: dog가 animals의 하위 모듈인 경우 src/animals/dog.rs 또는 src/animals/dog/mod.rs. IDE는 mod 키워드를 사용하여 새 모듈을 선언할 때 이러한 파일을 자동으로 생성하는 데 도움이 될 수 있습니다.","breadcrumbs":"Ticket v1 » 모듈 » 외부 모듈과 파일 시스템","id":"101","title":"외부 모듈과 파일 시스템"},"102":{"body":"특별한 문법 없이 동일한 모듈에 정의된 항목에 액세스할 수 있습니다. 항목들의 이름을 사용하면 됩니다. struct Ticket { // [...]\n} // 여기서는 `Ticket`을 어떤 식으로든 정해줄 필요가 없습니다.\n// 왜냐하면 우리는 동일한 모듈에 있기 때문입니다.\nfn mark_ticket_as_done(ticket: Ticket) { // [...]\n} 다른 모듈에서 엔터티에 액세스하려는 경우에는 그렇지 않습니다. 액세스하려는 엔터티를 가리키는 경로 를 사용해야 합니다. 다양한 방법으로 경로를 구성할 수 있습니다: 현재 크레이트의 루트부터 시작합니다. 예: crate::module_1::module_2::MyStruct 상위 모듈에서 시작합니다. 예: super::my_function 현재 모듈에서 시작합니다. 예: sub_module_1::MyStruct 타입을 참조할 때마다 전체 경로를 작성해야 하는 것은 번거로울 수 있습니다. 인생을 더 쉽게 만들기 위해 use 문을 사용해 엔터티를 스코프로 가져올 수 있습니다. // `MyStruct`를 스코프로 가져옵니다.\nuse crate::module_1::module_2::MyStruct; // 이제 `MyStruct`를 직접 참조할 수 있습니다.\nfn a_function(s: MyStruct) { // [...]\n}","breadcrumbs":"Ticket v1 » 모듈 » 아이템 경로와 use 문","id":"102","title":"아이템 경로와 use 문"},"103":{"body":"단일 use 문을 사용하여 모듈의 모든 항목을 가져올 수도 있습니다. use crate::module_1::module_2::*; 이것을 별표 임포트 라고 합니다. 일반적으로 현재 네임스페이스를 오염시킬 수 있어 각 이름이 어디에서 왔는지 이해하기 어렵게 만들고 잠재적으로 이름 충돌을 일으킬 수 있기 때문에 권장되지 않습니다. 그럼에도 불구하고, 유닛 테스트를 작성할 때처럼 유용한 경우가 있습니다. 대부분의 테스트 모듈이 use super::*; 문으로 시작하여 부모 모듈(테스트 중인 모듈)의 모든 항목을 스코프에 가져오는 것을 눈치챘을 겁입니다.","breadcrumbs":"Ticket v1 » 모듈 » 별표 임포트","id":"103","title":"별표 임포트"},"104":{"body":"이 섹션의 예제는 03_ticket_v1/03_modules 에 있습니다","breadcrumbs":"Ticket v1 » 모듈 » 예제","id":"104","title":"예제"},"105":{"body":"코드를 여러 모듈로 나누기 시작할 때 가시성 에 대해 생각해야 합니다. 가시성은 구조체, 함수, 필드 등 특정 엔터티에 액세스할 수 있는 코드(또는 다른 사람의 코드) 영역을 결정합니다.","breadcrumbs":"Ticket v1 » 가시성 » 가시성","id":"105","title":"가시성"},"106":{"body":"기본적으로 Rust의 모든 것은 비공개 입니다. 프라이빗 엔터티에는 다음 경우에만 액세스할 수 있습니다: 정의된 동일한 모듈 내에서 또는 하위 모듈 중 하나에 의해 이전 예제에서는 이를 광범위하게 사용했습니다: create_todo_ticket이 작동했습니다(use 문을 추가한 후). helpers는 Ticket이 정의된 크레이트 루트의 하위 모듈이기 때문입니다. 따라서 create_todo_ticket은 Ticket이 비공개인 경우에도 문제 없이 Ticket에 액세스할 수 있습니다. 모든 단위 테스트는 테스트 중인 코드의 하위 모듈에 정의되어 있으므로 제한 없이 모든 것에 액세스할 수 있습니다.","breadcrumbs":"Ticket v1 » 가시성 » 기본적으로 비공개","id":"106","title":"기본적으로 비공개"},"107":{"body":"가시성 수정자 를 사용하여 엔터티의 기본 가시성을 수정할 수 있습니다. 몇 가지 일반적인 가시성 수정자는 다음과 같습니다: pub: 엔터티를 공개 로 만듭니다. 즉, 엔터티가 정의된 모듈 외부, 잠재적으로 다른 크레이트에서 액세스할 수 있습니다. pub(crate): 동일한 크레이트 내에서 엔터티를 공개하지만 외부에서는 공개하지 않습니다. pub(super): 상위 모듈 내에서 엔터티를 공개합니다. pub(in path::to::module): 지정된 모듈 내에서 엔터티를 공개합니다. 모듈, 구조체, 함수, 필드 등에 이러한 수정자를 사용할 수 있습니다. 예를 들면 다음과 같습니다: pub struct Configuration { pub(crate) version: u32, active: bool,\n} Configuration은 공개되지만 동일한 크레이트 내에서는 version 필드에만 액세스할 수 있습니다. 대신 active 필드는 비공개이며 동일한 모듈이나 해당 하위 모듈 중 하나에서만 액세스할 수 있습니다.","breadcrumbs":"Ticket v1 » 가시성 » 가시성 수정자","id":"107","title":"가시성 수정자"},"108":{"body":"이 섹션의 예제는 03_ticket_v1/04_visibility 에 있습니다","breadcrumbs":"Ticket v1 » 가시성 » 예제","id":"108","title":"예제"},"109":{"body":"이제 모듈과 가시성에 대한 기본적인 이해를 마쳤으므로 다시 캡슐화 로 돌아가겠습니다. 캡슐화는 객체의 내부 표현을 숨기는 방법입니다. 객체의 상태에 일부 불변성 을 적용하는 데 가장 일반적으로 사용됩니다. Ticket 구조체로 돌아가면: struct Ticket { title: String, description: String, status: String,\n} 모든 필드가 공개되면 캡슐화되지 않습니다. 필드는 언제든지 수정될 수 있고 해당 유형에서 허용되는 값으로 설정될 수 있다고 가정해야 합니다. 티켓의 제목이 비어 있거나 의미가 없는 상태일 수 있다는 점을 배제할 수 없습니다. 더 엄격한 규칙을 적용하려면 필드를 비공개로 유지해야 합니다 [1] . 그런 다음 Ticket 인스턴스와 상호 작용하는 공개 메서드를 제공할 수 있습니다. 이러한 공개 메소드는 우리의 불변성을 유지하는 책임을 갖습니다(예: 제목은 비어 있으면 안 됩니다). 모든 필드가 비공개인 경우 더 이상 구조체 인스턴스화 구문을 사용하여 'Ticket' 인스턴스를 직접 생성할 수 없습니다: // 이것은 작동하지 않습니다!\nlet ticket = Ticket { title: \"Build a ticket system\".into(), description: \"Create a system that can manage tickets across a Kanban board\".into(), status: \"Open\".into()\n}; 가시성에 대한 이전 연습에서 이 내용을 확인했습니다. 이제 하나 이상의 공개 생성자 를 제공해야 합니다. 구조체의 새 인스턴스를 생성하기 위해 모듈 외부에서 사용할 수 있는 정적 메서드 또는 함수. 운 좋게도 이전 연습에서 구현한 Ticket::new가 이미 있습니다.","breadcrumbs":"Ticket v1 » 캡슐화 » 캡슐화","id":"109","title":"캡슐화"},"11":{"body":"입력 매개변수는 함수 이름 뒤에 오는 괄호 '()' 안에 선언됩니다. 각 매개변수는 이름: 타입 모양으로 선언됩니다. 예를 들어, 아래 greet 함수는 &str 타입(\"문자열 슬라이스\")의 name 매개변수를 사용합니다: // An input parameter\n// 👇\nfn greet(name: &str) -> String { format!(\"Hello, {}!\", name)\n} 입력 매개변수가 여러 개인 경우 쉼표로 구분해야 합니다.","breadcrumbs":"Welcome » 문법 » 입력 매개변수","id":"11","title":"입력 매개변수"},"110":{"body":"요약: 모든 Ticket 필드는 비공개입니다 우리는 생성 시 유효성 검사 규칙을 적용하는 공개 생성자 Ticket::new를 제공합니다 좋은 시작이지만 충분하지 않습니다. Ticket을 만드는 것 외에도 티켓과 상호 작용해야 합니다. 하지만 비공개 필드인 경우 어떻게 해당 필드에 액세스할 수 있겠습니까? 접속자 메서드 를 제공해야 합니다. 접근자 메서드는 구조체의 비공개 필드 값을 읽을 수 있는 공개 메서드입니다. Rust에는 다른 언어처럼 접근자 메서드를 생성하는 내장된 방법이 없습니다. 직접 작성해야 합니다. 이는 단지 일반적인 메서드일 뿐입니다. 또는 타입을 세분화하는 방법, 이 테크닉은 나중에 살펴보겠습니다.","breadcrumbs":"Ticket v1 » 캡슐화 » 접근자 메서드","id":"110","title":"접근자 메서드"},"111":{"body":"이 섹션의 예제는 03_ticket_v1/05_encapsulation 에 있습니다","breadcrumbs":"Ticket v1 » 캡슐화 » 예제","id":"111","title":"예제"},"112":{"body":"지금까지 이 과정에서 배운 내용을 사용하여 이전 연습을 해결했다면 접근자 메서드는 다음과 같을 것입니다: impl Ticket { pub fn title(self) -> String { self.title } pub fn description(self) -> String { self.description } pub fn status(self) -> String { self.status }\n} 이러한 메서드는 컴파일되고 테스트를 통과하기에 충분하지만 실제 시나리오에서는 그리 큰 도움이 되진 않습니다. 다음 코드를 고려해보세요: if ticket.status() == \"To-Do\" { // 아직 `println!` 매크로를 다루지 않았습니다. // 지금은 이 매크로가 콘솔에 (템플릿화된) 메시지를 // 인쇄한다는 것만 알면 충분합니다. println!(\"Your next task is: {}\", ticket.title());\n} 컴파일하려고 하면 오류가 발생합니다: error[E0382]: use of moved value: `ticket` --> src/main.rs:30:43 |\n25 | let ticket = Ticket::new(/* */); | ------ move occurs because `ticket` has type `Ticket`, | which does not implement the `Copy` trait\n26 | if ticket.status() == \"To-Do\" { | -------- `ticket` moved due to this method call\n...\n30 | println!(\"Your next task is: {}\", ticket.title()); | ^^^^^^ value used here after move |\nnote: `Ticket::status` takes ownership of the receiver `self`, which moves `ticket` --> src/main.rs:12:23 |\n12 | pub fn status(self) -> String { | ^^^^ 축하합니다. 첫 번째 차용 검사기 오류입니다!","breadcrumbs":"Ticket v1 » 소유권 » 소유권","id":"112","title":"소유권"},"113":{"body":"Rust의 소유권 시스템은 다음을 보장하도록 설계되었습니다: 데이터를 읽는 동안에는 데이터가 변경되지 않습니다 데이터가 변경되는 동안에는 데이터를 읽을 수 없습니다 데이터가 파기된 후에는 절대 액세스할 수 없습니다 이러한 제약은 Rust 커뮤니티에서 종종 농담과 밈의 주제가 되는 Rust 컴파일러의 하위 시스템인 차용 검사기 에 의해 시행됩니다. 소유권은 Rust의 핵심 개념이며 언어를 독특하게 만드는 요소입니다. 소유권을 통해 Rust는 성능 저하 없는 메모리 안전 을 제공할 수 있습니다. Rust에서는 이 모든 것들이 동시에 적용됩니다: 런타임 가비지 콜렉터가 없습니다 개발자로서 메모리를 직접 관리해야 하는 경우는 거의 없습니다 댕글링 포인터, 더블 프리, 기타 메모리 관련 버그를 일으킬 수 없습니다 Python, JavaScript, Java와 같은 언어는 2와 3을 제공하지만 1은 제공하지 않습니다. C나 C++ 같은 언어는 1.을 제공하지만 2.도 3도 제공하지 않습니다. 배경에 따라 다소 난해하게 들릴 수도 있습니다. \"댕글링 포인터\"란 무엇입니까? \"더블 프리\"란 무엇입니까? 왜 위험합니까? 걱정하지 마십시오. 나머지 과정에서 이러한 개념을 더 자세히 다룰 것입니다. 하지만 지금은 Rust의 소유권 시스템 내에서 작업하는 방법을 배우는 데 집중하겠습니다.","breadcrumbs":"Ticket v1 » 소유권 » Rust 소유권 시스템의 장점","id":"113","title":"Rust 소유권 시스템의 장점"},"114":{"body":"Rust에서 각 값에는 컴파일 타임에 정적으로 결정되는 소유자 가 있습니다. 주어진 시간에 각 값에 대한 소유자는 단 한 명뿐입니다.","breadcrumbs":"Ticket v1 » 소유권 » 소유자","id":"114","title":"소유자"},"115":{"body":"소유권을 이전할 수 있습니다. 예를 들어, 값을 소유한 경우 소유권을 다른 변수로 이전할 수 있습니다: let a = \"hello, world\".to_string(); // <--- `a` 는 문자열의 소유자입니다\nlet b = a; // <--- `b` 는 이제 문자열의 소유자입니다 Rust의 소유권 시스템은 타입 시스템에 적용됩니다. 각 함수는 인수와 상호 작용하는 방법을 시그니처에 선언해야 합니다. 지금까지 우리의 모든 메소드와 함수는 인수를 소비 했습니다. 즉, 인수의 소유권을 얻었습니다. 예시: impl Ticket { pub fn description(self) -> String { self.description }\n} Ticket::description은 호출된 Ticket 인스턴스의 소유권을 갖습니다. 이를 move semantics 라고 합니다. 값 (self)의 소유권이 호출자에서 호출 수신자로 이동 하고 호출자는 더 이상 이를 사용할 수 없습니다. 이는 앞서 본 오류 메시지에서 컴파일러가 사용한 언어와 정확히 같습니다: error[E0382]: use of moved value: `ticket` --> src/main.rs:30:43 |\n25 | let ticket = Ticket::new(/* */); | ------ move occurs because `ticket` has type `Ticket`, | which does not implement the `Copy` trait\n26 | if ticket.status() == \"To-Do\" { | -------- `ticket` moved due to this method call\n...\n30 | println!(\"Your next task is: {}\", ticket.title()); | ^^^^^^ value used here after move |\nnote: `Ticket::status` takes ownership of the receiver `self`, which moves `ticket` --> src/main.rs:12:23 |\n12 | pub fn status(self) -> String { | ^^^^ 특히, 다음은 ticket.status()를 호출할 때 펼쳐지는 일련의 이벤트입니다: Ticket::status는 Ticket 인스턴스의 소유권을 갖습니다 Ticket::status는 self에서 status를 추출하고 status의 소유권을 호출자에게 다시 이전합니다 나머지 Ticket 인스턴스는 삭제됩니다(title 및 description) ticket.title()을 통해 ticket을 다시 사용하려고 하면 컴파일러는 ticket 값이 이제 사라졌고 더 이상 소유하지 않으므로 더 이상 사용할 수 없다고 불평합니다. 유용한 접근자 메소드를 구축하려면 참조 작업을 시작해야 합니다.","breadcrumbs":"Ticket v1 » 소유권 » Move semantics","id":"115","title":"Move semantics"},"116":{"body":"변수의 소유권을 가져오지 않고 변수의 값을 읽을 수 있는 메서드를 갖는 것이 바람직합니다. 그렇지 않으면 프로그래밍이 상당히 제한될 것입니다. Rust에서는 차용 을 통해 이를 수행합니다. 값을 빌릴 때마다 해당 가치에 대한 참조 를 얻게 됩니다. 참조에는 해당 권한이 태그로 지정됩니다 [1] : 불변 참조(&)를 사용하면 값을 읽을 수 있지만 변경할 수는 없습니다 변경 가능한 참조(&mut)를 사용하면 값을 읽고 변경할 수 있습니다 Rust의 소유권 시스템의 목표로 돌아가면: 데이터를 읽는 동안에는 데이터가 변경되지 않습니다 데이터가 변경되는 동안에는 데이터를 읽을 수 없습니다 이 두 가지 속성을 보장하기 위해 Rust는 참조에 몇 가지 제한 사항을 도입해야 합니다: 동일한 값에 대한 변경 가능한 참조와 변경 불가능한 참조를 동시에 가질 수 없습니다 동일한 값에 대해 동시에 두 개 이상의 변경 가능한 참조를 가질 수 없습니다 소유자는 값을 빌리는 동안 값을 변경할 수 없습니다 변경 가능한 참조가 없는 한 원하는 만큼 불변 참조를 가질 수 있습니다 어떤 면에서는 불변 참조를 값에 대한 \"read-only\" 잠금으로 생각할 수 있는 반면, 변경 가능 참조는 \"read-write\" 잠금과 비슷하다고 생각할 수 있습니다. 이러한 모든 제한 사항은 차용 검사기에 의해 컴파일 타임에 적용됩니다.","breadcrumbs":"Ticket v1 » 소유권 » 차용","id":"116","title":"차용"},"117":{"body":"실제로 값을 어떻게 빌리나요? 변수 앞에 & 또는 &mut를 추가하면 해당 값을 빌릴 수 있습니다. 그래도 조심하세요! 타입 앞 에 있는 동일한 기호(& 및 &mut)는 다른 의미를 갖습니다. 즉, 원래 타입에 대한 참조인 또 다른 타입을 나타냅니다. 예시: struct Configuration { version: u32, active: bool,\n} fn main() { let config = Configuration { version: 1, active: true, }; // `b`는 `config`의 `version` 필드에 대한 참조입니다. // `b`의 타입은 `u32` 값에 대한 참조를 포함하므로 `&u32`입니다. // `&` 연산자를 사용하여 `config.version`을 빌려 참조를 생성합니다. // 같은 기호(`&`), 상황에 따라 다른 의미! let b: &u32 = &config.version; // ^ 타입 어노테이션은 중요하지 않습니다. // 단지 무슨 일이 일어나고 있는지 명확히 하기 위해 존재합니다.\n} 함수 인수와 반환 유형에도 동일한 개념이 적용됩니다: // `f`는 `u32`에 대한 변경 가능한 참조를 인수로 사용하고\n// `number`라는 이름에 바인딩됩니다\nfn f(number: &mut u32) -> &u32 { // [...]\n}","breadcrumbs":"Ticket v1 » 소유권 » 문법","id":"117","title":"문법"},"118":{"body":"Rust의 소유권 시스템은 처음에는 다소 부담스러울 수 있습니다. 하지만 걱정하지 마십시오. 연습을 하면 자연스럽게 익숙해질 것입니다. 그리고 이 장의 나머지 부분과 과정의 나머지 부분에 걸쳐 많은 연습을 하게 될 것입니다! 우리는 각 개념을 여러 번 재검토하여 여러분이 개념에 익숙해지고 작동 방식을 진정으로 이해할 수 있도록 할 것입니다. 이 장의 마지막 부분에서 우리는 Rust의 소유권 시스템이 그런 방식으로 설계된 _이유_를 설명할 것입니다. 당분간은 _어떻게_를 이해하는 데 집중하세요. 각각의 컴파일러 오류를 학습 기회로 삼으세요! 이것은 시작하기에 훌륭한 정신적 모델이지만 전체 그림을 포착하지는 못합니다. 이 코스의 뒷부분 에서 참조에 대한 이해를 더욱 구체화할 것입니다.","breadcrumbs":"Ticket v1 » 소유권 » 진정하고 심호흡하세요","id":"118","title":"진정하고 심호흡하세요"},"119":{"body":"이 섹션의 예제는 03_ticket_v1/06_ownership 에 있습니다","breadcrumbs":"Ticket v1 » 소유권 » 예제","id":"119","title":"예제"},"12":{"body":"우리는 \"타입\"에 대해 여러 번 언급했으므로 명확하게 말하겠습니다: Rust는 정적 타입 언어 입니다. Rust의 모든 단일 값에는 유형이 있으며 해당 유형은 컴파일 타임에 컴파일러가 알 수 있어야 합니다. 타입은 static analysis 의 한 형태입니다. 타입은 컴파일러가 프로그램의 모든 값에 첨부하는 태그 로 생각할 수 있습니다. 태그에 따라 컴파일러는 다른 규칙을 적용할 수 있습니다. 숫자에 문자열을 더할 수는 없지만 두 숫자를 함께 더할 수는 있습니다. 타입을 올바르게 활용하면 모든 종류의 런타임 버그를 방지할 수 있습니다.","breadcrumbs":"Welcome » 문법 » 타입 어노테이션","id":"12","title":"타입 어노테이션"},"120":{"body":"이제 접근자 메서드는 다음과 같아야 합니다: impl Ticket { pub fn title(&self) -> &String { &self.title } pub fn description(&self) -> &String { &self.description } pub fn status(&self) -> &String { &self.status }\n} 여기저기에 &를 뿌리면 효과가 있습니다! 이제 프로세스에서 이를 사용하지 않고 Ticket 인스턴스의 필드에 액세스할 수 있는 방법이 있습니다. 다음에는 setter 메서드 를 사용하여 Ticket 구조체를 어떻게 개선할 수 있는지 살펴보겠습니다.","breadcrumbs":"Ticket v1 » 설정자(Setters) » 변경 가능한 참조","id":"120","title":"변경 가능한 참조"},"121":{"body":"Setter 메서드를 사용하면 사용자는 Ticket의 비공개 필드 값을 변경하는 동시에 해당 불변성을 준수할 수 있습니다(예: Ticket 제목을 빈 문자열로 설정할 수 없음). Rust에서 setter를 구현하는 두 가지 일반적인 방법이 있습니다: self를 인풋으로 받기. &mut self를 인풋으로 받기.","breadcrumbs":"Ticket v1 » 설정자(Setters) » 설정자(Setters)","id":"121","title":"설정자(Setters)"},"122":{"body":"첫 번째 접근 방식은 다음과 같습니다: impl Ticket { pub fn set_title(mut self, new_title: String) -> Self { // 새 제목 검증 [...] self.title = new_title; self }\n} self의 소유권을 가져와 제목을 변경하고 수정된 Ticket 인스턴스를 반환합니다. 사용 방법은 다음과 같습니다: let ticket = Ticket::new(\"Title\".into(), \"Description\".into(), \"To-Do\".into());\nlet ticket = ticket.set_title(\"New title\".into()); set_title은 self의 소유권을 갖기 때문에(즉 소비 ) 결과를 변수에 다시 할당해야 합니다. 위의 예에서는 변수 섀도잉 을 활용하여 동일한 변수 이름을 재사용합니다. 기존 변수와 동일한 이름으로 새 변수를 선언하면 새 변수가 이전 변수를 섀도우 합니다. 이는 Rust 코드의 일반적인 패턴입니다. self-setter는 여러 필드를 한 번에 변경해야 할 때 아주 잘 작동합니다. 여러 호출을 함께 연결할 수 있습니다! let ticket = ticket .set_title(\"New title\".into()) .set_description(\"New description\".into()) .set_status(\"In Progress\".into());","breadcrumbs":"Ticket v1 » 설정자(Setters) » 'self'를 인풋으로 받기","id":"122","title":"'self'를 인풋으로 받기"},"123":{"body":"&mut self를 사용하는 세터에 대한 두 번째 접근 방식은 대신 다음과 같습니다: impl Ticket { pub fn set_title(&mut self, new_title: String) { // 새 제목 검증 [...] self.title = new_title; }\n} 이번에는 메서드가 'self'에 대한 변경 가능한 참조를 입력으로 사용하고 제목을 변경하면 그게 전부입니다. 아무것도 반환되지 않습니다. 다음과 같이 사용할 수 있습니다: let mut ticket = Ticket::new(\"Title\".into(), \"Description\".into(), \"To-Do\".into());\nticket.set_title(\"New title\".into()); // 수정된 티켓 사용 소유권은 호출자에게 있으므로 원래 ticket 변수는 여전히 유효합니다. 결과를 다시 할당할 필요는 없습니다. 하지만 ticket에 대한 변경 가능한 참조를 사용하고 있으므로 변경 가능으로 표시해야 합니다. &mut-setter에는 단점이 있습니다. 여러 호출을 함께 연결할 수 없습니다. 수정된 Ticket 인스턴스를 반환하지 않으므로 첫 번째 결과에 대해 다른 setter를 호출할 수 없습니다. 각 setter를 별도로 호출해야 합니다: ticket.set_title(\"New title\".into());\nticket.set_description(\"New description\".into());\nticket.set_status(\"In Progress\".into());","breadcrumbs":"Ticket v1 » 설정자(Setters) » &mut self를 인풋으로 받기","id":"123","title":"&mut self를 인풋으로 받기"},"124":{"body":"이 섹션의 예제는 03_ticket_v1/07_setters 에 있습니다","breadcrumbs":"Ticket v1 » 설정자(Setters) » 예제","id":"124","title":"예제"},"125":{"body":"우리는 운영 관점에서 소유권과 참조를 살펴보았습니다. 즉, 이를 사용하여 무엇을 할 수 있고 무엇을 할 수 없는지 살펴보았습니다. 이제 내부를 살펴볼 좋은 시간입니다. 메모리 에 대해 이야기해 보겠습니다.","breadcrumbs":"Ticket v1 » 스택 » 메모리 레이아웃","id":"125","title":"메모리 레이아웃"},"126":{"body":"메모리에 관해 논의할 때 사람들이 스택 과 힙 에 관해 이야기하는 것을 자주 듣게 됩니다. 이는 프로그램에서 데이터를 저장하는 데 사용되는 두 가지 다른 메모리 영역입니다. 스택부터 시작해 보겠습니다.","breadcrumbs":"Ticket v1 » 스택 » 스택과 힙","id":"126","title":"스택과 힙"},"127":{"body":"스택 은 LIFO (Last In, First Out) 데이터 구조입니다. 함수를 호출하면 새로운 스택 프레임 이 스택 위에 추가됩니다. 해당 스택 프레임은 함수의 인수, 로컬 변수와 몇 가지 \"부가적인\" 값을 저장합니다. 함수가 반환되면 스택 프레임이 스택에서 팝됩니다 [1] . +-----------------+ func2 | frame for func2 | func2\n+-----------------+ is called +-----------------+ returns +-----------------+\n| frame for func1 | -----------> | frame for func1 | ---------> | frame for func1 |\n+-----------------+ +-----------------+ +-----------------+ 운영 관점에서 스택 할당/할당 해제는 매우 빠릅니다 . 우리는 항상 스택 상단에서 데이터를 푸시하고 팝하므로 여유 메모리를 검색할 필요가 없습니다. 또한 조각화에 대해 걱정할 필요가 없습니다. 스택은 단일 연속 메모리 블록입니다.","breadcrumbs":"Ticket v1 » 스택 » 스택","id":"127","title":"스택"},"128":{"body":"Rust는 종종 스택에 데이터를 할당합니다. 함수에 'u32' 입력 인수가 있나요? 해당 32비트는 스택에 저장됩니다. i64 타입의 로컬 변수를 정의하시겠습니까? 해당 64비트는 스택에 저장됩니다. 이러한 정수의 크기는 컴파일 타임에 알려지기 때문에 모든 것이 매우 잘 작동합니다. 따라서 컴파일된 프로그램은 이를 위해 스택에 예약해야 하는 공간의 양을 알고 있습니다.","breadcrumbs":"Ticket v1 » 스택 » Rust","id":"128","title":"Rust"},"129":{"body":"std::mem::size_of 함수를 사용하여 유형이 스택에서 차지하는 공간을 확인할 수 있습니다. 예를 들어 'u8'의 경우: // 이 재미있어 보이는 구문(`::<u8>`)에 대해서는 나중에 설명하겠습니다.\n// 지금은 무시하세요.\nassert_eq!(std::mem::size_of::<u8>(), 1); 'u8'의 길이가 8비트, 즉 1바이트이기 때문에 1이 말이 됩니다. 중첩된 함수 호출이 있는 경우 각 함수는 호출될 때 해당 데이터를 스택에 푸시하지만 가장 안쪽 함수가 반환될 때까지 데이터를 팝하지 않습니다. 중첩된 함수 호출이 너무 많으면 스택 공간이 부족해질 수 있습니다. 스택은 무한하지 않습니다! 이를 스택 오버플로 라고 합니다.","breadcrumbs":"Ticket v1 » 스택 » std::mem::size_of","id":"129","title":"std::mem::size_of"},"13":{"body":"이 섹션의 예제는 01_intro/01_syntax 에 있습니다","breadcrumbs":"Welcome » 문법 » 예제","id":"13","title":"예제"},"130":{"body":"이 섹션의 예제는 03_ticket_v1/08_stack 에 있습니다","breadcrumbs":"Ticket v1 » 스택 » 예제","id":"130","title":"예제"},"131":{"body":"스택은 훌륭하지만 모든 문제를 해결할 수는 없습니다. 컴파일 타임에 크기를 알 수 없는 데이터는 어떻게 되나요? 컬렉션, 문자열 및 기타 동적으로 크기가 조정된 데이터는 (전체) 스택에 할당될 수 없습니다. 힙 이 필요한 곳이 바로 여기입니다.","breadcrumbs":"Ticket v1 » 힙 » 힙","id":"131","title":"힙"},"132":{"body":"힙을 큰 메모리 덩어리, 즉 거대한 배열로 시각화할 수 있습니다. 힙에 데이터를 저장해야 할 때마다 특수 프로그램인 할당자 에 요청하여 힙의 하위 집합을 예약합니다. 우리는 이 상호 작용(및 예약한 메모리)을 힙 할당 이라고 부릅니다. 할당이 성공하면 할당자는 예약된 블록의 시작에 대한 포인터 를 제공합니다.","breadcrumbs":"Ticket v1 » 힙 » 힙 할당","id":"132","title":"힙 할당"},"133":{"body":"힙은 스택과 구조가 상당히 다릅니다. 힙 할당은 연속적이지 않으며 힙 내부 어디에나 위치할 수 있습니다. +---+---+---+---+---+---+-...-+-...-+---+---+---+---+---+---+---+\n| Allocation 1 | Free | ... | ... | Allocation N | Free |\n+---+---+---+---+---+---+ ... + ... +---+---+---+---+---+---+---+ 힙의 어느 부분이 사용 중이고 어느 부분이 사용 가능한지 추적하는 것이 할당자의 임무입니다. 그러나 할당자는 할당한 메모리를 자동으로 해제하지 않습니다. 더 이상 필요하지 않은 메모리를 해제 하려면 할당자를 다시 호출하여 이에 대해 신중하게 생각해야 합니다.","breadcrumbs":"Ticket v1 » 힙 » 자동 할당 해제 없음","id":"133","title":"자동 할당 해제 없음"},"134":{"body":"힙의 유연성에는 비용이 따릅니다. 힙 할당은 스택 할당보다 느립니다 . 장부에 관련된 일이 훨씬 더 많습니다! 성능 최적화에 대한 기사를 읽으면 가능하면 힙 할당을 최소화하고 스택 할당 데이터를 선호하는 것이 좋습니다.","breadcrumbs":"Ticket v1 » 힙 » 성능","id":"134","title":"성능"},"135":{"body":"String 타입의 로컬 변수를 만들 때 Rust는 강제로 힙에 할당합니다 [1] : 거기에 얼마나 많은 텍스트를 넣을지 미리 알지 못하므로 예약할 수 없습니다. 스택에 적절한 양의 공간이 있습니다. 하지만 String은 완전히 힙에 할당되지 않으며 일부 데이터를 스택에 유지하기도 합니다. 특히: 예약한 힙 영역에 대한 포인터 . 문자열의 길이 , 즉 문자열에 몇 바이트가 있는지 나타냅니다. 문자열의 용량 , 즉 힙에 예약된 바이트 수입니다. 이를 더 잘 이해하기 위해 예를 살펴보겠습니다: let mut s = String::with_capacity(5); 이 코드를 실행하면 메모리가 다음과 같이 배치됩니다: +---------+--------+----------+\nStack | pointer | length | capacity | | | | 0 | 5 | +--|------+--------+----------+ | | v +---+---+---+---+---+\nHeap: | ? | ? | ? | ? | ? | +---+---+---+---+---+ 우리는 최대 5바이트의 텍스트를 담을 수 있는 String을 요청했습니다. String::with_capacity는 할당자로 가서 5바이트의 힙 메모리를 요청합니다. 할당자는 해당 메모리 블록의 시작에 대한 포인터를 반환합니다. 하지만 String은 비어 있습니다. 스택에서는 길이와 용량을 구별하여 이 정보를 추적합니다. 이 String은 최대 5바이트를 저장할 수 있지만 현재 실제 텍스트는 0바이트를 포함합니다. 일부 텍스트를 String에 넣으면 상황이 변경됩니다: s.push_str(\"Hey\"); +---------+--------+----------+\nStack | pointer | length | capacity | | | | 3 | 5 | +--| ----+--------+----------+ | | v +---+---+---+---+---+\nHeap: | H | e | y | ? | ? | +---+---+---+---+---+ s는 이제 3바이트의 텍스트를 보유합니다. 길이는 3으로 업데이트되지만 용량은 5로 유지됩니다. 힙의 5바이트 중 3바이트는 H, e 및 y 문자를 저장하는 데 사용됩니다.","breadcrumbs":"Ticket v1 » 힙 » String의 메모리 레이아웃","id":"135","title":"String의 메모리 레이아웃"},"136":{"body":"스택에 포인터, 길이 및 용량을 저장하려면 얼마나 많은 공간이 필요합니까? 실행 중인 머신의 아키텍처 에 따라 다릅니다. 컴퓨터의 모든 메모리 위치에는 일반적으로 부호 없는 정수로 표시되는 주소 가 있습니다. 주소 공간의 최대 크기(즉, 컴퓨터가 주소를 지정할 수 있는 메모리 양)에 따라 이 정수의 크기가 다를 수 있습니다. 대부분의 최신 컴퓨터는 32비트 또는 64비트 주소 공간을 사용합니다. Rust는 usize 유형을 제공하여 이러한 아키텍처별 세부 정보를 추상화합니다. 이는 머신의 메모리 주소를 지정하는 데 필요한 바이트 수만큼 큰 부호 없는 정수입니다. 32비트 시스템에서 usize는 u32와 동일합니다. 64비트 시스템에서는 'u64'와 일치합니다. 용량, 길이, 포인터는 모두 Rust [2] 에서 usize로 표시됩니다.","breadcrumbs":"Ticket v1 » 힙 » usize","id":"136","title":"usize"},"137":{"body":"std::mem::size_of는 타입이 스택에서 차지할 공간의 양을 반환하며, 이는 타입의 크기 라고도 알려져 있습니다. String이 힙에서 관리하는 메모리 버퍼는 어떻습니까? 그것은 String 크기의 일부가 아닐까요? 아니요! 해당 힙 할당은 String이 관리하는 리소스 입니다. 컴파일러는 String 유형의 일부로 간주하지 않습니다. std::mem::size_of는 String의 경우처럼 유형이 포인터를 통해 관리하거나 참조할 수 있는 추가 힙 할당 데이터에 대해 알지(또는 신경 쓰지) 않으므로 해당 데이터의 크기를 추적하지 않습니다. 불행하게도 특정 값이 런타임에 할당하는 힙 메모리의 양을 측정하는 std::mem::size_of와 동등한 것은 없습니다. 일부 유형은 힙 사용량을 검사하는 메서드(예: String의 capacity 메서드)를 제공할 수 있지만 Rust에는 런타임 힙 사용량을 검색하는 범용 \"API\"가 없습니다. 그러나 메모리 프로파일러 도구(예: DHAT 또는 사용자 정의 할당자)를 사용하여 프로그램의 힙 사용량을 검사할 수 있습니다. 빈 String(예: String::new())을 생성하면 std는 힙을 할당하지 않습니다. 힙 메모리는 처음으로 데이터를 푸시할 때 예약됩니다. 포인터의 크기는 운영 체제에 따라 다릅니다. 특정 환경에서는 포인터가 메모리 주소(예: CHERI)보다 더 큽니다 . Rust는 포인터가 메모리 주소와 동일한 크기라는 단순화된 가정을 하고 있으며, 이는 여러분이 접하게 될 대부분의 최신 시스템에 해당됩니다.","breadcrumbs":"Ticket v1 » 힙 » 힙에는 std::mem::size_of가 없습니다","id":"137","title":"힙에는 std::mem::size_of가 없습니다"},"138":{"body":"이 섹션의 예제는 03_ticket_v1/09_heap 에 있습니다","breadcrumbs":"Ticket v1 » 힙 » 예제","id":"138","title":"예제"},"139":{"body":"&String 또는 &mut String과 같은 참조는 어떨까요? 메모리에서 어떻게 표현될까요? Rust에서 대부분의 참조 [1] 는 메모리에서 메모리 위치에 대한 포인터로 표시됩니다. 그 크기는 포인터의 크기인 usize와 동일합니다. std::mem::size_of를 사용하여 이를 확인할 수 있습니다: assert_eq!(std::mem::size_of::<&String>(), 8);\nassert_eq!(std::mem::size_of::<&mut String>(), 8); 특히 &String은 String의 메타데이터가 저장되는 메모리 위치에 대한 포인터입니다. 이 스니펫을 실행하면: let s = String::from(\"Hey\");\nlet r = &s; 메모리에 다음과 같은 내용이 표시됩니다: -------------------------------------- | | +----v----+--------+----------+ +----|----+\nStack | pointer | length | capacity | | pointer | | | | 3 | 5 | | | +--| ----+--------+----------+ +---------+ | s r | v +---+---+---+---+---+\nHeap | H | e | y | ? | ? | +---+---+---+---+---+ 원한다면 힙 할당 데이터에 대한 포인터에 대한 포인터입니다. &mut String도 마찬가지입니다.","breadcrumbs":"Ticket v1 » 메모리 참조 » 참조","id":"139","title":"참조"},"14":{"body":"이번 장에서는 Rust를 계산기 로 사용하는 방법을 배우겠습니다. 별것 아닌 것처럼 들리겠지만, 다음과 같은 Rust의 기본기를 많이 다룰 수 있는 기회를 제공할 것입니다: 함수를 정의하고 호출하는 방법 변수 선언 및 사용 방법 원시 타입(정수 와 불리언) 산술 연산자(오버플로 및 언더플로 동작 포함) 비교 연산자 흐름 제어 패닉 몇 가지 연습을 통해 기본기를 익히면 언어가 물흐르듯 써지게 됩니다. Trait와 소유권같은 더 복잡한 주제로 넘어갈 때 문법이나 기타 사소한 세부사항에 얽매이지 않고 새로운 개념에 집중할 수 있습니다.","breadcrumbs":"간단한 계산기 » 간단한 계산기","id":"14","title":"간단한 계산기"},"140":{"body":"위의 예에서는 한 가지를 명확히 해야 합니다. 모든 포인터가 힙을 가리키는 것은 아닙니다. 그들은 단지 힙에 있을 수도 있지만 반드시 그럴 필요는 없는 메모리 위치를 가리킬 뿐입니다. 이 코스의 뒷부분 에서는 팻 포인터 , 즉 추가 메타데이터가 포함된 포인터에 대해 설명하겠습니다. 이름에서 알 수 있듯이 이 장에서 논의한 포인터( 얇은 포인터 라고도 함)보다 큽니다.","breadcrumbs":"Ticket v1 » 메모리 참조 » 모든 포인터가 힙을 가리키는 것은 아닙니다","id":"140","title":"모든 포인터가 힙을 가리키는 것은 아닙니다"},"141":{"body":"이 섹션의 예제는 03_ticket_v1/10_references_in_memory 에 있습니다","breadcrumbs":"Ticket v1 » 메모리 참조 » 예제","id":"141","title":"예제"},"142":{"body":"힙을 소개할 때 할당한 메모리를 해제할 책임은 사용자에게 있다고 언급했습니다. 차용 검사기를 소개할 때 우리는 Rust에서 직접 메모리를 관리할 필요가 거의 없다고 언급했습니다. 이 두 진술은 처음에는 모순되는 것처럼 보일 수 있습니다. 범위 와 소멸자 를 도입하여 이들이 어떻게 조화를 이루는지 살펴보겠습니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 소멸자(Destructors)","id":"142","title":"소멸자(Destructors)"},"143":{"body":"변수의 스코프 는 해당 변수가 유효하거나 살아있는 Rust 코드의 영역입니다. 변수의 범위는 선언부터 시작됩니다. 다음 중 하나가 발생하면 종료됩니다: 변수가 선언된 블록(즉 {} 사이의 코드)이 끝날때 fn main() { // `x`는 아직 스코프에 포함되지 않습니다 let y = \"Hello\".to_string(); let x = \"World\".to_string(); // <-- x's 스코프는 여기서 시작됩니다... let h = \"!\".to_string(); // |\n} // \\<\\--------------- ...그리고 여기서 끝납니다 변수의 소유권이 다른 사람에게 이전될 때(예: 함수 또는 다른 변수) fn compute(t: String) { // 뭐든 하세요 [...]\n} fn main() { let s = \"Hello\".to_string(); // <-- s의 스코프는 여기서 시작됩니다... // | compute(s); // <------------------- ..그리고 여기서 끝납니다 // `s`가 `compute`로 이동되었기 때문입니다\n}","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 스코프","id":"143","title":"스코프"},"144":{"body":"값의 소유자가 스코프를 벗어나면 Rust는 해당 소멸자 를 호출합니다. 소멸자는 해당 값에 사용된 리소스, 특히 할당한 메모리를 정리하려고 합니다. 값을 std::mem::drop에 전달하여 값의 소멸자를 수동으로 호출할 수 있습니다. 이것이 바로 Rust 개발자가 값이 범위를 벗어나 해당 소멸자가 호출되었음을 나타내는 방법으로 \"해당 값이 삭제되었습니다 \"라고 말하는 것을 자주 듣게 되는 이유입니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 소멸자(Destructors)","id":"144","title":"소멸자(Destructors)"},"145":{"body":"우리는 drop에 명시적으로 호출을 삽입할 수 있습니다. 이는 컴파일러가 우리를 위해 수행하는 작업을 명확하게 설명해 줍니다. 이전 예제로 돌아가보겠습니다: fn main() { let y = \"Hello\".to_string(); let x = \"World\".to_string(); let h = \"!\".to_string();\n} 이는 다음과 같습니다: fn main() { let y = \"Hello\".to_string(); let x = \"World\".to_string(); let h = \"!\".to_string(); // 변수는 선언의 역순으로 삭제됩니다 drop(h); drop(x); drop(y);\n} 대신 s의 소유권이 compute로 이전되는 두 번째 예를 살펴보겠습니다: fn compute(s: String) { // 뭐든 하세요 [...]\n} fn main() { let s = \"Hello\".to_string(); compute(s);\n} 이는 다음과 동일합니다: fn compute(t: String) { // 뭐든 하세요 [...] drop(t); // <-- 이 지점 이전에 `t`가 삭제되거나 이동되지 않았다고 가정하면 // 컴파일러는 스코프를 벗어날 때 // 여기에서 `drop`을 호출합니다.\n} fn main() { let s = \"Hello\".to_string(); compute(s);\n} 차이점에 주목하십시오. main에서 compute이 호출된 후에 s가 더 이상 유효하지 않더라도 main에는 drop(s)이 없습니다. 값의 소유권을 함수로 이전하면 값 정리 책임 도 이전됩니다. 이렇게 하면 값에 대한 소멸자가 최대로 [1] 한 번 호출되어 설계상 더블 프리 버그 를 방지할 수 있습니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 드롭 포인트 시각화","id":"145","title":"드롭 포인트 시각화"},"146":{"body":"값이 삭제된 후에 값을 사용하려고 하면 어떻게 될까요? let x = \"Hello\".to_string();\ndrop(x);\nprintln!(\"{}\", x); 이 코드를 컴파일하려고 하면 오류가 발생합니다: error[E0382]: use of moved value: `x` --> src/main.rs:4:20 |\n3 | drop(x); | - value moved here\n4 | println!(\"{}\", x); | ^ value used here after move Drop은 호출된 값을 소비 합니다. 즉, 호출 후에는 해당 값이 더 이상 유효하지 않습니다. 따라서 컴파일러는 사용자가 이를 사용하지 못하게 하여 use-after-free 버그 를 방지합니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 삭제 후 사용","id":"146","title":"삭제 후 사용"},"147":{"body":"변수에 참조가 포함되어 있으면 어떻게 되나요? 예를 들어: let x = 42i32;\nlet y = &x;\ndrop(y); drop(y)를 호출하면... 아무 일도 일어나지 않습니다. 실제로 이 코드를 컴파일하려고 하면 다음과 같은 경고가 표시됩니다: warning: calls to `std::mem::drop` with a reference instead of an owned value does nothing --> src/main.rs:4:5 |\n4 | drop(y); | ^^^^^-^ | | | argument has type `&i32` | 이전에 말한 내용으로 돌아갑니다. 소멸자를 한 번만 호출하려고 합니다. 동일한 값에 대한 참조가 여러 개 있을 수 있습니다. 그 중 하나가 범위를 벗어날 때 가리키는 값에 대해 소멸자를 호출하면 다른 참조에는 어떤 일이 발생할까요? 그들은 더 이상 유효하지 않은 메모리 위치, 즉 use-after-free 버그 와 가까운 친척인 댕글링 포인터 를 참조합니다. Rust의 소유권 시스템은 설계상 이러한 종류의 버그를 배제합니다. Rust는 소멸자가 실행된다는 것을 보장하지 않습니다. 예를 들어 명시적으로 메모리 누수 를 선택한 경우에는 그렇지 않습니다.","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 참조 삭제","id":"147","title":"참조 삭제"},"148":{"body":"이 섹션의 예제는 03_ticket_v1/11_destructor 에 있습니다","breadcrumbs":"Ticket v1 » 소멸자(Destructors) » 예제","id":"148","title":"예제"},"149":{"body":"우리는 이번 장에서 Rust의 기초 개념을 많이 다루었습니다. 계속 진행하기 전에 마지막 연습을 통해 배운 내용을 통합해 보겠습니다. 이번에는 최소한의 지침만 제공됩니다. 연습 설명과 안내할 테스트만 제공됩니다.","breadcrumbs":"Ticket v1 » 마무리 » 마무리","id":"149","title":"마무리"},"15":{"body":"이 섹션의 예제는 02_basic_calculator/00_intro 에 있습니다","breadcrumbs":"간단한 계산기 » 예제","id":"15","title":"예제"},"150":{"body":"이 섹션의 예제는 03_ticket_v1/12_outro 에 있습니다","breadcrumbs":"Ticket v1 » 마무리 » 예제","id":"150","title":"예제"},"151":{"body":"이전 장에서 우리는 Rust의 유형과 소유권 시스템의 기본을 다루었습니다. 이제 더 깊이 파고들 시간입니다. Rust의 인터페이스, Trait 를 살펴보겠습니다. 특성에 대해 배우고 나면 곳곳에서 그들의 흔적이 보일겁니다. 사실, 이전 장 전체에서 이미 트레잇이 작동하는 것을 보았습니다. .into() 호출 및 ==나 +와 같은 연산자들 말입니다. 개념으로서의 트레잇 외에도 Rust의 표준 라이브러리에 정의된 주요 트레잇 중 일부도 다룰 것입니다: 연산자 특성(예: Add, Sub, PartialEq 등) From과 Into, 오류 없는 변환을 위해 Clone과 Copy, 값 복사를 위해 Deref와 deref 변환 Sized, 타입의 크기가 정해졌음을 나타내기위해 'Drop', 커스텀 클린업 로직을 위해 변환에 관해 이야기할 것이므로 이전 장의 \"지식 격차\"를 메울 수 있는 시간을 가지겠습니다. ``제목''이란게 정확히 무엇이었나요? 슬라이스에 대해서도 자세히 알아보겠습니다!","breadcrumbs":"트레잇 » 트레잇","id":"151","title":"트레잇"},"152":{"body":"이 섹션의 예제는 04_traits/00_intro 에 있습니다","breadcrumbs":"트레잇 » 예제","id":"152","title":"예제"},"153":{"body":"'Ticket' 타입을 다시 살펴보겠습니다: pub struct Ticket { title: String, description: String, status: String,\n} 지금까지 우리의 모든 테스트는 Ticket의 필드를 사용하여 비교했습니다. assert_eq!(ticket.title(), \"A new title\"); 만약 두 개의 Ticket 인스턴스를 직접 비교하고 싶다면 어떻게 해야 할까요? let ticket1 = Ticket::new(/* ... */);\nlet ticket2 = Ticket::new(/* ... */);\nticket1 == ticket2 컴파일러는 우리를 멈출 것입니다: error[E0369]: binary operation `==` cannot be applied to type `Ticket` --> src/main.rs:18:13 |\n18 | ticket1 == ticket2 | ------- ^^ ------- Ticket | | | Ticket |\nnote: an implementation of `PartialEq` might be missing for `Ticket` Ticket은 새로운 유형입니다. 기본적으로는 연관된 동작이 없습니다 . Rust는 단지 String을 포함하고 있다는 이유만으로 두 개의 Ticket 인스턴스를 비교하는 방법을 마법처럼 추론하지 않습니다. Rust 컴파일러는 우리를 올바른 방향으로 인도하고 있습니다: 이는 PartialEq 구현이 누락되었을 수 있음을 알려줍니다. PartialEq는 트레잇 입니다!","breadcrumbs":"Traits » 트레잇 » 트레잇","id":"153","title":"트레잇"},"154":{"body":"트레잇은 인터페이스 를 정의하는 Rust의 방식입니다. 트레잇은 트레잇의 요구사항을 충족하기 위해 타입이 구현해야 하는 메서드 집합을 정의합니다.","breadcrumbs":"Traits » 트레잇 » 트레잇이란 무엇입니까?","id":"154","title":"트레잇이란 무엇입니까?"},"155":{"body":"트레잇 정의의 구문은 다음과 같습니다: trait <TraitName> { fn <method_name>(<parameters>) -> <return_type>;\n} 예를 들어, 구현자가 is_zero 메소드를 정의하도록 요구하는 MaybeZero라는 트레잇을 정의할 수 있습니다: trait MaybeZero { fn is_zero(self) -> bool;\n}","breadcrumbs":"Traits » 트레잇 » 트레잇 정의","id":"155","title":"트레잇 정의"},"156":{"body":"타입에 대한 트레잇을 구현하려면 일반 [1] 메소드에서와 마찬가지로 impl 키워드를 사용하지만 구문은 약간 다릅니다: impl <TraitName> for <TypeName> { fn <method_name>(<parameters>) -> <return_type> { // 메서드 본문 }\n} 예를 들어, 사용자 정의 숫자 유형 WrappingU32에 대해 MaybeZero 특성을 구현하려면 다음을 수행하세요: pub struct WrappingU32 { inner: u32,\n} impl MaybeZero for WrappingU32 { fn is_zero(self) -> bool { self.inner == 0 }\n}","breadcrumbs":"Traits » 트레잇 » 트레잇 구현","id":"156","title":"트레잇 구현"},"157":{"body":"트레잇 메서드를 호출하려면 일반 메서드와 마찬가지로 . 연산자를 사용합니다: let x = WrappingU32 { inner: 5 };\nassert!(!x.is_zero()); 트레잇 메서드를 호출하려면 다음 두 가지 사항이 충족되어야 합니다: 타입은 트레잇을 구현해야 합니다. 트레잇은 스코프 내에 있어야 합니다. 후자를 만족시키려면 해당 특성에 use 문을 추가해야 할 수도 있습니다: use crate::MaybeZero; 다음과 같은 경우에는 필요하지 않습니다: 트레잇이 호출이 발생하는 동일한 모듈에서 정의될 때. 트레잇이 prelude 에 정의되어있을 때. 프렐류드는 모든 러스트 프로그램에 자동으로 임포트되는 트레잇과 타입의 집합입니다. 마치 모든 러스트 모듈의 시작 부분에 use std::prelude::*;가 추가된 것과 같습니다. Rust 문서 의 프렐류드 부분에서 트레잇과 타입들을 찾을 수 있습니다. 트레잇을 사용하지 않고 타입에 직접 정의된 메서드를 고유 메서드 라고도 합니다.","breadcrumbs":"Traits » 트레잇 » 트레잇 메서드 호출","id":"157","title":"트레잇 메서드 호출"},"158":{"body":"이 섹션의 예제는 04_traits/01_trait 에 있습니다","breadcrumbs":"Traits » 트레잇 » 예제","id":"158","title":"예제"},"159":{"body":"유형이 다른 크레이트(예: Rust 표준 라이브러리의 u32)에 정의되면 해당 유형에 대한 새 메서드를 직접 정의할 수 없습니다. 다음의 경우: impl u32 { fn is_even(&self) -> bool { self % 2 == 0 }\n} 컴파일러는 다음과 같이 불평할 것입니다: error[E0390]: cannot define inherent `impl` for primitive types |\n1 | impl u32 { | ^^^^^^^^ | = help: consider using an extension trait instead","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 트레잇 구현","id":"159","title":"트레잇 구현"},"16":{"body":"\"문법\" section 섹션에서 compute의 입력 매개변수는 u32 타입이었습니다. 그것이 의미 무엇인지 풀어봅시다.","breadcrumbs":"A Basic Calculator » 정수 » Types, part 1","id":"16","title":"Types, part 1"},"160":{"body":"확장 트레잇 은 u32와 같은 외부 타입에 새로운 메소드를 추가하기위한 트레잇입니다. 이것이 바로 이전 예제에서 IsEven 트레잇을 정의한 다음 i32 및 u32에 대해 구현하여 배포한 패턴입니다. 그러면 IsEven이 스코프 내에 있는 한 타입에 대해 is_even을 자유롭게 호출할 수 있습니다. // 트레잇을 스코프로 가져옵니다\nuse my_library::IsEven; fn main() { // 이를 구현하는 타입에서 해당 메서드를 호출합니다. if 4.is_even() { // [...] }\n}","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 확장 트레잇","id":"160","title":"확장 트레잇"},"161":{"body":"트레잇을 구현하는데에는 제약사항이 있습니다. 가장 간단하고 단순한 것은 동일한 타입에 대해 크레이트에서 동일한 트레잇을 두 번 구현할 수 없다는 것입니다. 예시: trait IsEven { fn is_even(&self) -> bool;\n} impl IsEven for u32 { fn is_even(&self) -> bool { true }\n} impl IsEven for u32 { fn is_even(&self) -> bool { false }\n} 컴파일러는 이를 거부합니다: error[E0119]: conflicting implementations of trait `IsEven` for type `u32` |\n5 | impl IsEven for u32 { | ------------------- first implementation here\n...\n11 | impl IsEven for u32 { | ^^^^^^^^^^^^^^^^^^^ conflicting implementation for `u32` IsEven::is_even이 u32 값에 대해 호출될 때 어떤 트레잇 구현을 사용해야 하는지에 모호하기때문에 트레잇 구현은 하나만 있어야합니다.","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 하나의 구현","id":"161","title":"하나의 구현"},"162":{"body":"여러 크레이트가 관련되면 상황이 더욱 미묘해집니다. 특히 다음 중 하나 이상이 충족되어야 합니다: 트레잇은 현재 크레이트에 정의되어있어야합니다 타입의 구현은 현재 크레이트에서 정의되어야합니다 이것은 Rust의 고아 규칙 으로 알려져 있습니다. 이 규칙의 목적은 매서드 해석 과정을 명확하게 만드는 것입니다. 다음 상황을 상상해 보세요: A 크레이트는 IsEven 트레잇을 정의합니다 B 크레이트는 u32에 대해 IsEven을 구현합니다 C 크레이트는 u32에 대한 IsEven 트레잇의 (다른) 구현을 제공합니다 크레이트 D는 B와 C 모두에 의존하며 1.is_even()을 호출합니다 어떤 구현을 사용해야 합니까? B에 정의된 것? 아니면 C에 정의된 것인가요? 정답이 없으므로 이 시나리오를 방지하기 위해 고아 규칙이 정의되었습니다. 고아 규칙 덕분에 B 상자나 C 상자는 모두 컴파일되지 않습니다.","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 고아 규칙(Orphan rule)","id":"162","title":"고아 규칙(Orphan rule)"},"163":{"body":"위에서 설명한 대로 고아 규칙에는 몇 가지 주의 사항과 예외가 있습니다. 그 뉘앙스에 익숙해지고 싶다면 참고 자료 를 확인하세요.","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 읽을거리","id":"163","title":"읽을거리"},"164":{"body":"이 섹션의 예제는 04_traits/02_orphan_rule 에 있습니다","breadcrumbs":"Traits » 고아 규칙(Orphan rule) » 예제","id":"164","title":"예제"},"165":{"body":"이제 특성이 무엇인지 기본적으로 이해했으므로 연산자 오버로딩 으로 돌아가 보겠습니다. 연산자 오버로딩은 +, -, *, /, ==, != 등과 같은 연산자에 대한 사용자 정의 동작을 정의하는 기능입니다.","breadcrumbs":"Traits » 연산자 오버로딩 » 연산자 오버로딩","id":"165","title":"연산자 오버로딩"},"166":{"body":"Rust에서 연산자는 트레잇입니다. 각 연산자에는 해당 연산자의 동작을 정의하는 해당 트레잇이 있습니다. 타입에 해당 트레잇을 구현함으로써 해당 연산자의 사용을 잠금 해제 할 수 있습니다. 예를 들어 PartialEq trait 특성은 ==와 != 연산자의 동작을 정의합니다: // Rust의 표준 라이브러리에 있는 `PartialEq` 특성 정의\n// (지금은 _약간_ 단순화되었습니다)\npub trait PartialEq { // 필수 메서드 // // `Self`는 \"트레잇을 구현하는 타입\"을 // 의미하는 Rust 키워드입니다 fn eq(&self, other: &Self) -> bool; // 제공되는 메서드 fn ne(&self, other: &Self) -> bool { ... }\n} x == y를 작성하면 컴파일러는 x 및 y 타입에 대한 PartialEq 트레잇의 구현을 찾고 x == y를 x.eq(y)로 대체합니다. 이는 문법적 설탕(syntactic sugar)입니다! 주요 연산자에 대한 트레잇은 다음과 같습니다: 연산자 트레잇 + Add - Sub * Mul / Div % Rem ==와 != PartialEq <, >, <= 그리고 >= PartialOrd 산술 연산자는 std::ops 모듈에 있고, 비교 연산자는 std::cmp 모듈에 있습니다.","breadcrumbs":"Traits » 연산자 오버로딩 » 연산자는 트레잇입니다","id":"166","title":"연산자는 트레잇입니다"},"167":{"body":"PartialEq::ne에 대한 주석에는 \"ne이 제공되는 메서드입니다\"라고 명시되어 있습니다. 이는 PartialEq가 특성 정의의 ne에 대한 기본 구현 을 제공한다는 의미입니다(정의 조각에서 생략된 { ... } 블록). 생략된 블록을 확장하면 다음과 같습니다: pub trait PartialEq { fn eq(&self, other: &Self) -> bool; fn ne(&self, other: &Self) -> bool { !self.eq(other) }\n} 예상한 대로입니다. 'ne'은 'eq'의 부정입니다. 기본 구현이 제공되므로 유형에 대해 PartialEq를 구현할 때 ne 구현을 건너뛸 수 있습니다. eq를 구현하는 것으로 충분합니다: struct WrappingU8 { inner: u8,\n} impl PartialEq for WrappingU8 { fn eq(&self, other: &WrappingU8) -> bool { self.inner == other.inner } // 여기에는 `ne` 구현이 없습니다\n} 하지만 무조건 기본 구현을 사용해야 하는 것은 아닙니다. 트레잇을 구현할 때 이를 재정의할 수 있습니다 struct MyType; impl PartialEq for MyType { fn eq(&self, other: &MyType) -> bool { // 사용자 정의 구현 } fn ne(&self, other: &MyType) -> bool { // 사용자 정의 구현 }\n}","breadcrumbs":"Traits » 연산자 오버로딩 » 기본 구현","id":"167","title":"기본 구현"},"168":{"body":"이 섹션의 예제는 04_traits/03_operator_overloading 에 있습니다","breadcrumbs":"Traits » 연산자 오버로딩 » 예제","id":"168","title":"예제"},"169":{"body":"Ticket에 대해 PartialEq를 구현하는 것은 약간 지루한 일이었죠, 그렇죠? 구조체의 각 필드를 수동으로 비교해야 했습니다.","breadcrumbs":"Traits » 파생(Derive) 매크로 » 파생(Derive) 매크로","id":"169","title":"파생(Derive) 매크로"},"17":{"body":"u32는 Rust의 원시 타입 중 하나입니다. 원시 타입은 언어의 가장 기본적인 구성 요소입니다. 이는 언어 자체에 내장되어 있습니다. 다른 타입처럼 정의되지 않습니다. 이러한 원시 타입을 결합하여 더 복잡한 타입을 만들 수 있습니다. 곧 배우게 되실겁니다.","breadcrumbs":"A Basic Calculator » 정수 » 원시 타입","id":"17","title":"원시 타입"},"170":{"body":"구현이 불안정합니다. 구조체 정의가 변경되면(예: 새 필드가 추가되는 경우) PartialEq 구현을 업데이트해줘야합니다. 구조체를 해당 필드로 구조 분해 하여 위험을 줄일 수 있습니다: impl PartialEq for Ticket { fn eq(&self, other: &Self) -> bool { let Ticket { title, description, status, } = self; // [...] }\n} Ticket의 정의가 변경되면 컴파일러는 구조 분해가 더 이상 완전하지 않다고 불평하면서 오류를 발생시킵니다. 변수 섀도잉을 방지하기 위해 구조체 필드의 이름을 바꿀 수도 있습니다: impl PartialEq for Ticket { fn eq(&self, other: &Self) -> bool { let Ticket { title, description, status, } = self; let Ticket { title: other_title, description: other_description, status: other_status, } = other; // [...] }\n} 구조 분해는 자주 쓸 수 있는 유용한 패턴이지만 이 작업을 수행하는 훨씬 더 편리한 방법이 있습니다: 파생 매크로 .","breadcrumbs":"Traits » 파생(Derive) 매크로 » 구조 분해 구문","id":"170","title":"구조 분해 구문"},"171":{"body":"지난 예제에서 이미 몇 가지 매크로를 접했습니다: 테스트에는 assert_eq!와 assert! println!, 콘솔에 프린트 할 때 Rust 매크로는 코드 생성기 입니다. 그들은 여러분이 제공한 입력을 기반으로 새로운 Rust 코드를 생성하고, 생성된 코드는 프로그램의 나머지 부분과 함께 컴파일됩니다. 일부 매크로는 Rust의 표준 라이브러리에 내장되어 있지만 직접 작성할 수도 있습니다. 이 과정에서는 자체 매크로를 생성하지 않지만 \"읽을거리\" section 섹션에서 몇 가지 유용한 지침을 찾을 수 있습니다.","breadcrumbs":"Traits » 파생(Derive) 매크로 » 매크로","id":"171","title":"매크로"},"172":{"body":"일부 IDE에서는 매크로를 확장하여 생성된 코드를 분석할 수 있습니다. 이게 불가능한 상황이라면 cargo-expand 를 사용할 수도 있습니다.","breadcrumbs":"Traits » 파생(Derive) 매크로 » 분석","id":"172","title":"분석"},"173":{"body":"파생 매크로 는 Rust 매크로의 특별한 특징입니다. 구조체 상단에 속성 으로 지정됩니다. #[derive(PartialEq)]\nstruct Ticket { title: String, description: String, status: String\n} 파생 매크로는 사용자 정의 유형에 대한 일반적인(그리고 \"명백한\") 특성의 구현을 자동화하는 데 사용됩니다. 위의 예에서 PartialEq 특성은 Ticket에 대해 자동으로 구현됩니다. 매크로를 확장하면 생성된 코드가 수동으로 작성한 코드와 기능적으로 동일하다는 것을 알 수 있지만 읽기가 좀 더 불편합니다: #[automatically_derived]\nimpl ::core::cmp::PartialEq for Ticket { #[inline] fn eq(&self, other: &Ticket) -> bool { self.title == other.title && self.description == other.description && self.status == other.status }\n} 컴파일러는 가능하면 트레잇을 파생하도록 유도합니다.","breadcrumbs":"Traits » 파생(Derive) 매크로 » 파생(Derive) 매크로","id":"173","title":"파생(Derive) 매크로"},"174":{"body":"Rust 매크로에 관한 작은 문서 Proc macro workshop","breadcrumbs":"Traits » 파생(Derive) 매크로 » 읽을거리","id":"174","title":"읽을거리"},"175":{"body":"이 섹션의 예제는 04_traits/04_derive 에 있습니다","breadcrumbs":"Traits » 파생(Derive) 매크로 » 예제","id":"175","title":"예제"},"176":{"body":"지금까지 트레잇에 대한 두 가지 사용 사례를 살펴보았습니다: \"빌트-인\" 동작 잠금 해제(예: 연산자 오버로드) 기존 타입에 새로운 동작 추가(예: 확장 특성) 세 번째 사용 사례는 제네릭 프로그래밍 입니다.","breadcrumbs":"Traits » 트레잇 바운드 » 트레잇 바운드","id":"176","title":"트레잇 바운드"},"177":{"body":"지금까지 우리의 모든 함수와 메서드는 구체적인 타입 으로 작업해 왔습니다. 구체적인 타입에서 작동하는 코드는 일반적으로 작성하고 이해하기 쉽습니다. 하지만 재사용 가능성에 한계가 있습니다. 예를 들어 정수가 짝수이면 true를 반환하는 함수를 작성한다고 가정해 보겠습니다. 구체적인 타입으로 작업하려면 지원하려는 각 정수 타입에 대해 별도의 함수를 작성해야 합니다: fn is_even_i32(n: i32) -> bool { n % 2 == 0\n} fn is_even_i64(n: i64) -> bool { n % 2 == 0\n} // Etc. 또는 단일 확장 트레잇을 작성한 다음 각 정수 타입에 대해 서로 다른 구현을 작성할 수 있습니다: trait IsEven { fn is_even(&self) -> bool;\n} impl IsEven for i32 { fn is_even(&self) -> bool { self % 2 == 0 }\n} impl IsEven for i64 { fn is_even(&self) -> bool { self % 2 == 0 }\n} // Etc. 중복이 발생합니다.","breadcrumbs":"Traits » 트레잇 바운드 » 문제","id":"177","title":"문제"},"178":{"body":"제네릭 을 사용하면 더 나은 결과를 얻을 수 있습니다. 제네릭을 사용하면 구체적인 타입 대신 타입 매개변수 로 작동하는 코드를 작성할 수 있습니다: fn print_if_even<T>(n: T)\nwhere T: IsEven + Debug\n{ if n.is_even() { println!(\"{n:?} is even\"); }\n} print_if_even은 제네릭 함수 입니다. 특정 입력 타입에 제한되지않습니다. 대신 다음과 같은 모든 타입 T와 함께 작동합니다: IsEven 트레잇을 구현할 떄. Debug 트레잇을 구현할 때. 이 요구사항은 트레잇 바운드 : T: IsEven + Debug로 표현됩니다. + 기호는 T가 여러 트레잇을 구현하도록 요구하는 데 사용됩니다. T: IsEven + Debug는 \"T가 IsEven 그리고 Debug를 구현할 때\"라는 말과 같습니다.","breadcrumbs":"Traits » 트레잇 바운드 » 제네릭 프로그래밍","id":"178","title":"제네릭 프로그래밍"},"179":{"body":"print_if_even에서 트레잇 바운드는 어떤 목적으로 사용될까요? 알아보기 위해 이를 제거해 보겠습니다: fn print_if_even<T>(n: T) { if n.is_even() { println!(\"{n:?} is even\"); }\n} 이 코드는 컴파일되지 않습니다: error[E0599]: no method named `is_even` found for type parameter `T` in the current scope --> src/lib.rs:2:10 |\n1 | fn print_if_even<T>(n: T) { | - method `is_even` not found for this type parameter\n2 | if n.is_even() { | ^^^^^^^ method not found in `T` error[E0277]: `T` doesn't implement `Debug` --> src/lib.rs:3:19 |\n3 | println!(\"{n:?} is even\"); | ^^^^^ `T` cannot be formatted using `{:?}` because it doesn't implement `Debug` |\nhelp: consider restricting type parameter `T` |\n1 | fn print_if_even<T: std::fmt::Debug>(n: T) { | +++++++++++++++++ 트레잇 바운드가 없으면 컴파일러는 T가 할 수 있는 작업을 알 수 없습니다. T에 is_even 메서드가 있다는 사실도 모르고, 프린트를 위해 T 타입을 포맷팅하는 방법도 모릅니다. 컴파일러의 관점에서 보면 T로는 아무것도 할 수 없습니다. 트레잇 바운드는 함수 본문에서 요구하는 동작이 존재하는지 확인하여 함수에 사용할 수 있는 타입들을 제한합니다.","breadcrumbs":"Traits » 트레잇 바운드 » 트레잇 바운드","id":"179","title":"트레잇 바운드"},"18":{"body":"u32는 부호 없는 32비트 정수 입니다. 정수는 분수없이 나타낼 수 있는 숫자입니다. 예: '1'은 정수이지만 '1.2'는 정수가 아닙니다.","breadcrumbs":"A Basic Calculator » 정수 » 정수","id":"18","title":"정수"},"180":{"body":"위의 모든 예에서는 트레잇 바운드를 지정하기 위해 where 절 을 사용했습니다: fn print_if_even<T>(n: T)\nwhere T: IsEven + Debug\n// ^^^^^^^^^^^^^^^^^\n// 이게 `where` 절입니다\n{ // [...]\n} 트레잇 바운드가 단순한 경우 타입 매개변수 바로 옆에 인라인 할 수 있습니다: fn print_if_even<T: IsEven + Debug>(n: T) { // ^^^^^^^^^^^^^^^^^ // 이게 인라인 트레잇 바운드입니다 // [...]\n}","breadcrumbs":"Traits » 트레잇 바운드 » 구문: 인라인 트레잇 바운드","id":"180","title":"구문: 인라인 트레잇 바운드"},"181":{"body":"위의 예에서는 T를 타입 매개변수 이름으로 사용했습니다. 이는 함수에 타입 매개변수가 하나만 있는 경우 일반적인 규칙입니다. 더 의미 있는 이름을 사용하셔도 됩니다: fn print_if_even<Number: IsEven + Debug>(n: Number) { // [...]\n} 실제로 여러 타입 매개변수가 있거나 T라는 이름이 함수에서 해당 타입의 역할에 대한 충분한 정보를 전달하지 못하는 경우 의미 있는 이름을 사용하는 것이 바람직합니다 . 변수나 함수 매개변수와 마찬가지로 타입 매개변수의 이름을 지정할 때 명확성과 가독성을 최대화하세요. 동시에 Rust의 규칙도 지켜주세요. 타입 매개변수 이름에는 대문자 카멜케이스 를 사용하십시오.","breadcrumbs":"Traits » 트레잇 바운드 » 구문: 의미 있는 이름","id":"181","title":"구문: 의미 있는 이름"},"182":{"body":"트레잇 바운드가 왜 필요한지 궁금할 수도 있습니다. 컴파일러가 함수 본문에서 필요한 트레잇을 추론할 순 없나요? 그럴 수도 있겠지만 실제론 그렇지 않습니다. 그 근거는 함수 매개변수에 대한 명시적 타입 어노테이션의 경우와 동일합니다. 각 함수 시그니처는 호출자와 호출 수신자 간의 계약이며 용어가 명시적으로 명시되어야 합니다. 이를 통해 더 나은 오류 메시지, 더 나은 문서화, 버전 간 의도하지 않은 문제 감소 그리고 더 빠른 컴파일이 가능해집니다.","breadcrumbs":"Traits » 트레잇 바운드 » 함수 시그니처는 왕이다","id":"182","title":"함수 시그니처는 왕이다"},"183":{"body":"이 섹션의 예제는 04_traits/05_trait_bounds 에 있습니다","breadcrumbs":"Traits » 트레잇 바운드 » 예제","id":"183","title":"예제"},"184":{"body":"이전 장 전체에서 \"To-Do\" 또는 \"A ticket Description\"과 같은 코드에서 사용되는 문자열 리터럴 을 꽤 많이 보았습니다. 그 뒤에는 항상 .to_string() 또는 .into()에 대한 호출이 이어졌습니다. 이제 그 이유를 이해할 시간입니다!","breadcrumbs":"Traits » 문자열 슬라이스 » 문자열 슬라이스","id":"184","title":"문자열 슬라이스"},"185":{"body":"원시 텍스트를 큰따옴표로 묶어 문자열 리터럴을 정의합니다: let s = \"Hello, world!\"; s의 유형은 문자열 슬라이스에 대한 참조 인 &str입니다.","breadcrumbs":"Traits » 문자열 슬라이스 » 문자열 리터럴","id":"185","title":"문자열 리터럴"},"186":{"body":"&str과 String은 서로 다른 유형이므로 서로 바꿔 사용할 수 없습니다. 이전 시간 에서 본 String의 메모리 레이아웃을 떠올려 보겠습니다. 다음을 실행하면: let mut s = String::with_capacity(5);\ns.push_str(\"Hello\"); 우리는 이 상황에서 메모리는 다음과 같습니다: +---------+--------+----------+\nStack | pointer | length | capacity | | | | 5 | 5 | +--|------+--------+----------+ | | v +---+---+---+---+---+\nHeap: | H | e | l | l | o | +---+---+---+---+---+ &String이 메모리에 어떻게 배치되는지도 살펴보았습니다 : -------------------------------------- | | +----v----+--------+----------+ +----|----+\n| pointer | length | capacity | | pointer |\n| | | 5 | 5 | | |\n+----|----+--------+----------+ +---------+ | s &s | v +---+---+---+---+---+ | H | e | l | l | o | +---+---+---+---+---+ &String은 String의 메타데이터가 저장되는 메모리 위치를 가리킵니다. 포인터를 따라가면 힙에 할당된 데이터에 도달합니다. 정확히는, 문자열의 첫 번째 바이트 H에 도달합니다. s의 서브스트링 을 나타내는 타입은 어떻게 표현할까요? 예: 'Hello'의 'ello'같이?","breadcrumbs":"Traits » 문자열 슬라이스 » 메모리 레이아웃","id":"186","title":"메모리 레이아웃"},"187":{"body":"&str은 문자열에 대한 뷰 , 다른 곳에 저장된 UTF-8 바이트 시퀀스에 대한 참조 입니다. 예를 들어 다음과 같이 String에서 &str을 만들 수 있습니다: let mut s = String::with_capacity(5);\ns.push_str(\"Hello\");\n// `String`에서 문자열 슬라이스 참조를 생성하고 첫 번째 바이트를 건너뜁니다.\nlet slice: &str = &s[1..]; 메모리에서는 다음과 같습니다: s slice +---------+--------+----------+ +---------+--------+\nStack | pointer | length | capacity | | pointer | length | | | | 5 | 5 | | | | 4 | +----|----+--------+----------+ +----|----+--------+ | s | | | v | +---+---+---+---+---+ |\nHeap: | H | e | l | l | o | | +---+---+---+---+---+ | ^ | | | +--------------------------------+ slice는 스택에 두 가지 정보를 저장합니다: 슬라이스의 첫 번째 바이트에 대한 포인터. 슬라이스의 길이. slice는 데이터를 소유하지 않고, 단순히 그 데이터를 가리킵니다: 이는 String의 힙에 할당된 데이터에 대한 참조 입니다. slice가 삭제될 때, 힙에 할당된 데이터는 삭제되지 않습니다. 왜냐하면 여전히 s에 의해 소유되고 있기 때문입니다. 그래서 slice에는 capacity 필드가 없습니다: 데이터를 소유하지 않기 때문에, 데이터가 할당된 공간의 양에 대해 알 필요가 없으며, 단지 참조하는 데이터만 알면 됩니다.","breadcrumbs":"Traits » 문자열 슬라이스 » 문자열 슬라이스","id":"187","title":"문자열 슬라이스"},"188":{"body":"경험상 텍스트 데이터에 대한 참조가 필요할 때는 &String 대신 &str을 사용하는 것이 좋습니다. &str은 더 유연하고 일반적으로 Rust에서 더 관용적입니다. 메서드가 &String을 반환하면, 힙에 할당된 UTF-8 텍스트가 있으며, 해당 텍스트가 반환되는 참조와 정확히 일치 한다는 것을 의미합니다. 반면에 메서드가 &str을 반환하면, 훨씬 더 많은 자유를 가지게 됩니다: 어딘가에 텍스트 데이터가 있으며, 그 일부가 필요한 것과 일치한다는 것만을 말하는 것이므로 그 부분에 대한 참조를 반환하는 것입니다.","breadcrumbs":"Traits » 문자열 슬라이스 » &str vs &String","id":"188","title":"&str vs &String"},"189":{"body":"이 섹션의 예제는 04_traits/06_str_slice 에 있습니다","breadcrumbs":"Traits » 문자열 슬라이스 » 예제","id":"189","title":"예제"},"19":{"body":"정수는 signed 또는 unsigned 일 수 있습니다. 부호 없는 정수는 음수가 아닌 숫자(예: '0' 이상)만 나타낼 수 있습니다. 부호 있는 정수는 양수와 음수를 모두 나타낼 수 있습니다(예: '-1', '12' 등). u32의 u는 unsigned 를 의미합니다. 부호 있는 정수에 해당하는 유형은 'i32'입니다. 여기서 'i'는 정수(예: 양수 또는 음수)를 나타냅니다.","breadcrumbs":"A Basic Calculator » 정수 » Signed vs. unsigned","id":"19","title":"Signed vs. unsigned"},"190":{"body":"이전 예제에서는 많은 일을 할 필요가 없었습니다. 그렇죠? 이것을 impl Ticket { pub fn title(&self) -> &String { &self.title }\n} 이렇게 impl Ticket { pub fn title(&self) -> &str { &self.title }\n} 바꾸는 것이 코드를 컴파일하고 테스트를 통과하기 위해 해야 할 일의 전부였습니다. 하지만 머리에 번뜩 떠오르는 것이 있어야 합니다.","breadcrumbs":"Traits » Deref 트레잇 » Deref 트레잇","id":"190","title":"Deref 트레잇"},"191":{"body":"다음을 확인해봅시다: self.title은 String입니다 따라서 &self.title은 &String입니다 (수정된) title 메소드의 출력은 &str입니다 컴파일러 오류가 발생해야할 것 같지 않나요? Expected &String, found &str같은 오류 말입니다. 근데 작동합니다. 왜 그럴까요?","breadcrumbs":"Traits » Deref 트레잇 » 작동하면 안 되지만 작동합니다","id":"191","title":"작동하면 안 되지만 작동합니다"},"192":{"body":"Deref 트레잇은 deref coercion 라고 알려진 언어 기능 뒤에 있는 메커니즘입니다. 이 트레잇은 표준 라이브러리의 std::ops 모듈에 정의되어 있습니다: // 지금은 정의를 약간 단순화했습니다.\n// 나중에 전체 정의를 살펴보겠습니다.\npub trait Deref { type Target; fn deref(&self) -> &Self::Target;\n} type Target은 연관된 타입 입니다. 이는 트레잇이 구현될 때 지정되어야 하는 구체적인 타입에 대한 플레이스 홀더입니다.","breadcrumbs":"Traits » Deref 트레잇 » Deref가 당신을 구원합니다","id":"192","title":"Deref가 당신을 구원합니다"},"193":{"body":"T 타입에 대해 Deref<Target = U>를 구현하면 컴파일러에게 &T와 &U가 어느 정도 상호 교환 가능하다는 것을 알리게 됩니다. 특히 다음과 같은 동작이 발생합니다: T에 대한 참조는 암시적으로 U에 대한 참조로 변환됩니다(즉: &T는 &U가 됩니다). &self를 입력으로 사용하는 U에 정의된 모든 메서드를 &T에서 호출할 수 있습니다. 역참조 연산자 *에는 한 가지가 더 있지만 아직은 필요하지 않습니다(궁금하시면 std 문서를 참조하세요).","breadcrumbs":"Traits » Deref 트레잇 » Deref coercion","id":"193","title":"Deref coercion"},"194":{"body":"String은 Target = str을 사용하여 Deref를 구현합니다: impl Deref for String { type Target = str; fn deref(&self) -> &str { // [...] }\n} 이 구현과 Deref coercion 덕분에 &String은 필요할 때 자동으로 &str로 변환됩니다.","breadcrumbs":"Traits » Deref 트레잇 » String은 Deref를 구현합니다","id":"194","title":"String은 Deref를 구현합니다"},"195":{"body":"Deref coercion은 강력한 기능이지만 혼란을 초래할 수 있습니다. 타입을 자동으로 변환하면 코드를 읽고 이해하기가 더 어려워질 수 있습니다. T와 U에 동일한 이름의 메소드가 정의된 경우 어느 메소드가 호출될까요? Deref coercion에 대한 \"가장 안전한\" 사용 사례인 스마트 포인터에 대해 나중에 과정에서 살펴보겠습니다.","breadcrumbs":"Traits » Deref 트레잇 » deref coercion을 남용하지 마세요","id":"195","title":"deref coercion을 남용하지 마세요"},"196":{"body":"이 섹션의 예제는 04_traits/07_deref 에 있습니다","breadcrumbs":"Traits » Deref 트레잇 » 예제","id":"196","title":"예제"},"197":{"body":"Deref coercion에 대해 알아본 후에도 &str에는 눈에 보이는 것보다 더 많은 것이 있습니다. 메모리 레이아웃에 대한 이전 논의에서 &str이 스택에서 단일 usize인 포인터로 표현될 것으로 예상하는 것이 합리적이었습니다. 하지만 그렇지 않습니다. &str은 포인터 옆에 일부 메타데이터 , 즉 포인터가 가리키는 슬라이스의 길이를 저장합니다. 이전 섹션의 예로 돌아가면 다음과 같습니다: let mut s = String::with_capacity(5);\ns.push_str(\"Hello\");\n// `String`에서 문자열 슬라이스 참조를 생성하고 첫 번째 바이트를 건너뜁니다.\nlet slice: &str = &s[1..]; 메모리는 다음과 같습니다: s slice +---------+--------+----------+ +---------+--------+\nStack | pointer | length | capacity | | pointer | length | | | | 5 | 5 | | | | 4 | +----|----+--------+----------+ +----|----+--------+ | s | | | v | +---+---+---+---+---+ |\nHeap: | H | e | l | l | o | | +---+---+---+---+---+ | ^ | | | +--------------------------------+ 무슨 일일까요?","breadcrumbs":"Traits » Sized 트레잇 » Sized","id":"197","title":"Sized"},"198":{"body":"str은 동적 크기 타입 (DST)입니다. DST는 컴파일 타임에 크기를 알 수 없는 타입입니다. &str과 같은 DST에 대한 참조가 있을 때마다 참조가 가리키는 데이터에 대한 추가 정보를 포함해야 합니다. 팻 포인터 입니다. &str의 경우 가리키는 슬라이스의 길이를 저장합니다. 뒤에서는 DST의 더 많은 예를 살펴보겠습니다.","breadcrumbs":"Traits » Sized 트레잇 » 동적 크기 타입","id":"198","title":"동적 크기 타입"},"199":{"body":"Rust의 std 라이브러리는 Sized라는 트레잇을 정의합니다. pub trait Sized { // 이것은 빈 특성이므로 구현할 메서드가 없습니다.\n} 컴파일 타임에 크기가 알려지면 유형은 Sized입니다. 즉, DST가 아닙니다.","breadcrumbs":"Traits » Sized 트레잇 » Sized 트레잇","id":"199","title":"Sized 트레잇"},"2":{"body":"화면 왼쪽을 보면 코스가 여러 섹션으로 나누어져 있는 것을 볼 수 있습니다. 각 섹션에서는 Rust 언어의 새로운 개념이나 기능을 소개합니다. 이해를 확인하기 위해 각 섹션은 해결해야 하는 연습문제와 짝을 이룹니다. 자매 깃헙 리포지토리 에서 예제들을 확인할 수 있습니다. 코스를 시작하기전에 리포지토리를 로컬에 클론하세요: # GitHub에 SSH 키가 설정되어 있는 경우\ngit clone git@github.com:mainmatter/100-exercises-to-learn-rust.git\n# 아니면 HTTPS URL을 사용하십시오:\n# # git clone https://github.com/mainmatter/100-exercises-to-learn-rust.git 또한 진행 상황을 쉽게 추적하고 필요한 경우 메인 리포지토리에서 업데이트를 가져올 수 있도록 브랜치에서 작업하는 것이 좋습니다: cd 100-exercises-to-learn-rust\ngit checkout -b my-solutions 모든 예제는 exercises 폴더에 있습니다. 각 문제는 Rust 패키지로 구성됩니다. 패키지에는 연습 자체, 수행할 작업에 대한 지침(src/lib.rs에 있음), 솔루션을 자동으로 검증하기 위한 테스트 모음이 포함되어 있습니다.","breadcrumbs":"환영합니다 » 구조","id":"2","title":"구조"},"20":{"body":"'u32'의 '32'는 메모리의 숫자를 나타내는 데 사용되는 **비트 수 [1] **를 나타냅니다. 비트가 많을수록 표현할 수 있는 숫자의 범위가 커집니다. Rust는 정수에 대해 8, 16, 32, 64, 128과 같은 다중 비트 너비를 지원합니다. 32비트를 사용하면 u32는 0부터 2^32 - 1(즉, u32::MAX )까지의 숫자를 나타낼 수 있습니다. 동일한 비트 수를 사용하여 부호 있는 정수(i32)는 -2^31부터 2^31 - 1까지(즉, i32::MIN 부터 i32::MAX 까지)의 숫자를 나타낼 수 있습니다. 'i32'의 최대값은 'u32'의 최대값보다 작습니다. 1비트가 숫자의 부호를 나타내는 데 사용되기 때문입니다. 부호 있는 정수가 메모리에 어떻게 표현되는지에 대한 자세한 내용은 2의 보수 를 확인하세요.","breadcrumbs":"A Basic Calculator » 정수 » 비트 폭","id":"20","title":"비트 폭"},"200":{"body":"Sized는 marker 트레잇 의 첫 번째 예입니다. marker 트레잇은 구현하는 데 메서드가 필요하지 않은 특성입니다. 어떤 행동도 정의하지 않습니다. 특정 속성이 있는 타입을 표시 하는 역할만 합니다. 그런 다음 컴파일러는 표시를 활용하여 특정 동작이나 최적화를 활성화합니다.","breadcrumbs":"Traits » Sized 트레잇 » Marker 트레잇","id":"200","title":"Marker 트레잇"},"201":{"body":"사실, Sized도 auto 트레잇 입니다. 명시적으로 구현할 필요가 없으며, 컴파일러가 타입의 정의를 기반으로 자동으로 구현해줍니다.","breadcrumbs":"Traits » Sized 트레잇 » Auto 트레잇","id":"201","title":"Auto 트레잇"},"202":{"body":"지금까지 우리가 본 모든 타입은 Sized입니다: u32, String, bool 등. 방금 본 것처럼 str은 Sized가 아닙니다. 하지만 &str은 Sized입니다! 우리는 컴파일 타임에 그 크기를 알고 있습니다. 두 개의 usize, 하나는 포인터용이고 다른 하나는 길이용입니다.","breadcrumbs":"Traits » Sized 트레잇 » 예시","id":"202","title":"예시"},"203":{"body":"이 섹션의 예제는 04_traits/08_sized 에 있습니다","breadcrumbs":"Traits » Sized 트레잇 » 예제","id":"203","title":"예제"},"204":{"body":"문자열 여행이 시작된 곳으로 돌아가 보겠습니다: let ticket = Ticket::new(\"A title\".into(), \"A description\".into(), \"To-Do\".into()); 이제 우리는 .into()가 여기서 무엇을 하는지 이해할 만큼 충분히 알고 있습니다.","breadcrumbs":"Traits » From 트레잇 » From과 Into","id":"204","title":"From과 Into"},"205":{"body":"이것은 new 메서드의 시그니처입니다: impl Ticket { pub fn new(title: String, description: String, status: String) -> Self { // [...] }\n} 문자열 리터럴(예: \"A title\")이 &str 타입이라는 것도 보았습니다. 여기서 타입 불일치가 발생합니다: String일것으로 예상하지만 우리는 &str을 가지고 있습니다. 이번에는 마법 같은 강제 변환이 우리를 구해주지 않을 것입니다; 우리는 직접 변환을 수행해야 합니다 .","breadcrumbs":"Traits » From 트레잇 » 문제","id":"205","title":"문제"},"206":{"body":"Rust 표준 라이브러리는 std::convert 모듈에서 무결한 변환 에 대한 두 가지 트레잇, 즉 From과 Into를 정의합니다. pub trait From<T>: Sized { fn from(value: T) -> Self;\n} pub trait Into<T>: Sized { fn into(self) -> T;\n} 이러한 트레잇 정의는 이전에 보지 못한 몇 가지 개념인 슈퍼 트레잇 및 암시적 트레잇 바운드 를 보여줍니다. 이것들을 먼저 살펴보겠습니다.","breadcrumbs":"Traits » From 트레잇 » From과 Into","id":"206","title":"From과 Into"},"207":{"body":"From: Sized 구문은 From이 Sized의 서브 트레잇 임을 의미합니다. From을 구현하는 모든 타입은 Sized도 구현해야 합니다. 또는 Sized가 From의 슈퍼 트레잇 이라고 말할 수도 있습니다.","breadcrumbs":"Traits » From 트레잇 » 슈퍼 트레잇 / 서브 트레잇","id":"207","title":"슈퍼 트레잇 / 서브 트레잇"},"208":{"body":"일반 타입 매개변수가 있을 때마다 컴파일러는 암시적으로 해당 매개변수가 Sized라고 가정합니다. 예시: pub struct Foo<T> { inner: T,\n} 실제로는 다음과 같습니다: pub struct Foo<T: Sized> { inner: T,\n} From<T>의 경우 트레잇 정의는 다음과 동일합니다: pub trait From<T: Sized>: Sized { fn from(value: T) -> Self;\n} 즉, T와 From<T>를 구현하는 유형은 둘 다 Sized여야 합니다. 전자의 바운드가 암시적이라 할지라도 말이죠.","breadcrumbs":"Traits » From 트레잇 » 암시적 트레잇 바운드","id":"208","title":"암시적 트레잇 바운드"},"209":{"body":"네거티브 트레잇 바운드 를 사용하여 암시적 Sized 바운드를 제외할 수 있습니다: pub struct Foo<T: ?Sized> { // ^^^^^^^ // 이게 네거티브 트레잇 바운드입니다 inner: T,\n} 이 구문은 \"T는 Sized일 수도 있고 아닐 수도 있음\"으로 읽혀지며, 이를 통해 T를 DST(예: Foo<str>)에 바인딩할 수 있습니다. 하지만 이것은 특별한 경우입니다. 네거티브 트레잇 바운드는 Sized에만 적용되며 다른 특성에는 사용할 수 없습니다.","breadcrumbs":"Traits » From 트레잇 » 네거티브 트레잇 바운드","id":"209","title":"네거티브 트레잇 바운드"},"21":{"body":"두 변수(signed/unsigned와 비트 폭)를 결합하면 다음과 같은 정수 유형을 얻을 수 있습니다: 비트 폭 Signed Unsigned 8-bit i8 u8 16-bit i16 u16 32-bit i32 u32 64-bit i64 u64 128-bit i128 u128","breadcrumbs":"A Basic Calculator » 정수 » 요약","id":"21","title":"요약"},"210":{"body":"std 문서 에서 어떤 std 타입이 From 트레잇을 구현하는지 확인할 수 있습니다. String은 From<&str> for String을 구현한다는 것을 알 수 있습니다. 따라서 우리는 다음과 같이 쓸 수 있습니다: let title = String::from(\"A title\"); 하지만 우리는 주로 .into()를 사용해 왔습니다. Into 구현자를 확인해 보면 Into<&str> for String을 찾을 수 없습니다. 무슨 일일까요? From과 Into는 듀얼 트레잇 입니다. 특히 Into는 블랭킷 구현 을 사용하여 From을 구현하는 모든 타입에 대해 구현됩니다: impl<T, U> Into<U> for T\nwhere U: From<T>,\n{ fn into(self) -> U { U::from(self) }\n} 타입 U가 From<T>를 구현하면, Into<U> for T는 자동으로 구현됩니다. 그래서 let title = \"A title\".into();와 같이 쓸 수 있는 것입니다.","breadcrumbs":"Traits » From 트레잇 » &str을 String으로","id":"210","title":"&str을 String으로"},"211":{"body":".into()를 볼 때마다 타입 간의 변환을 목격하고 있는 것입니다. 그런데 대상 타입은 무엇일까요? 대부분의 경우 대상 타입은 다음 중 하나입니다: 함수/메서드의 시그니처로 지정된 것(예: 이전 예시의 Ticket::new) 변수 선언때 타입 어노테이션으로 명시된 것 (예: let title: String = \"A title\".into();) .into()는 컴파일러가 모호함 없이 컨텍스트에서 대상 타입을 추론할 수 있다면 즉시 작동합니다.","breadcrumbs":"Traits » From 트레잇 » .into()","id":"211","title":".into()"},"212":{"body":"이 섹션의 예제는 04_traits/09_from 에 있습니다","breadcrumbs":"Traits » From 트레잇 » 예제","id":"212","title":"예제"},"213":{"body":"지금까지 공부한 두 가지 트레잇인 From과 Deref에 대한 정의를 다시 살펴보겠습니다: pub trait From<T> { fn from(value: T) -> Self;\n} pub trait Deref { type Target; fn deref(&self) -> &Self::Target;\n} 둘 다 기능 유형 매개변수입니다. From의 경우에는 제네릭 매개변수인 T입니다. Deref의 경우 연관된 타입인 Target입니다. 뭐가 다를까요? 왜 두 개를 구분해서 쓸까요?","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 제네릭과 연관된 타입","id":"213","title":"제네릭과 연관된 타입"},"214":{"body":"Deref coercion가 작동하는 방식으로 인해 특정 타입에 대해 하나의 \"대상\" 타입만 존재해야합니다. 예: String은 str로만 역참조될 수 있습니다. 모호함을 피하기 위함입니다. 한 타입에 대해 Deref를 여러 번 구현할 수 있다면 &self 메서드를 호출할 때 컴파일러가 어떤 Target 타입을 선택해야 할까요? 이것이 Deref가 연관 타입인 Target을 사용하는 이유입니다. 연관 타입은 특성 구현에 의해 고유하게 결정됩니다. Deref를 두 번 이상 구현할 수 없기 때문에 주어진 타입에 대해 하나의 Target만 지정할 수 있으며 모호성은 없습니다.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 최대 1개의 구현","id":"214","title":"최대 1개의 구현"},"215":{"body":"반면에 입력 타입 T가 다른 한 한 타입에 대해 From을 여러 번 구현할 수 있습니다. 예를 들어 u32와 u16을 모두 입력 타입으로 사용하여 WrappingU32에 대해 From을 구현할 수 있습니다: impl From<u32> for WrappingU32 { fn from(value: u32) -> Self { WrappingU32 { inner: value } }\n} impl From<u16> for WrappingU32 { fn from(value: u16) -> Self { WrappingU32 { inner: value.into() } }\n} 이는 From<u16>과 From<u32>가 다른 트레잇 으로 간주되기 때문에 작동합니다. 모호성은 없습니다. 컴파일러는 변환되는 값의 타입에 따라 사용할 구현을 결정할 수 있습니다.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 제네릭 트레잇","id":"215","title":"제네릭 트레잇"},"216":{"body":"마지막 예로, 표준 라이브러리의 Add 트레잇을 생각해봅시다: pub trait Add<RHS = Self> { type Output; fn add(self, rhs: RHS) -> Self::Output;\n} 두 가지 메커니즘을 모두 사용합니다: 여기에는 RHS(오른쪽)라는 제네릭 매개변수가 있으며 기본값은 Self입니다 여기에는 덧셈의 결과 타입인 Output이라는 연관 타입이 있습니다","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 사례 연구: Add","id":"216","title":"사례 연구: Add"},"217":{"body":"RHS는 다양한 타입을 함께 더할 수 있는 제네릭 매개변수입니다. 예를 들어 표준 라이브러리에서 다음 두 가지 구현을 찾을 수 있습니다: impl Add<u32> for u32 { type Output = u32; fn add(self, rhs: u32) -> u32 { // ^^^ // 대신 `Self::Output`으로 쓸 수도 있습니다. // 여기에 지정한 타입이 // 바로 위의 `Output`에 할당한 // 타입과 일치하는 한 컴파일러는 상관하지 않습니다. // [...] }\n} impl Add<&u32> for u32 { type Output = u32; fn add(self, rhs: &u32) -> u32 { // [...] }\n} 이를 통해 다음 코드를 컴파일할 수 있습니다: let x = 5u32 + &5u32 + 6u32; 왜냐하면 u32는 Add<u32> 뿐만 아니라 Add<&u32>도 구현하기 때문입니다.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » RHS","id":"217","title":"RHS"},"218":{"body":"'Output'은 덧셈 결과의 타입을 나타냅니다. 애초에 Output이 필요한 이유는 무엇입니까? Self를 아웃풋으로 Add를 구현하는 타입으로 사용할 수는 없나요? 할 수는 있지만 트레잇의 유연성이 제한됩니다. 예를 들어 표준 라이브러리에서는 다음과 같은 구현을 찾을 수 있습니다: impl Add<&u32> for &u32 { type Output = u32; fn add(self, rhs: &u32) -> u32 { // [...] }\n} 트레잇을 구현하는 타입은 &u32이지만 덧셈 결과는 u32입니다. add가 Self를 반환해야 한다면(예: 이 경우 &u32) 이 구현을 제공하는 것은 불가능 [1] 합니다. Output을 사용하면 std가 구현자를 반환 타입에서 분리하여 이 케이스를 지원합니다. 반면에 Output은 제네릭 매개변수가 될 수 없습니다. 연산의 출력 타입은 피연산자의 타입을 알고 나면 반드시 고유하게 결정되어야 합니다. 이것이 연관 타입인 이유입니다. 구현자와 제네릭 매개변수의 특정 조합에 대해 Output 타입은 하나만 존재합니다.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » Output","id":"218","title":"Output"},"219":{"body":"요약하자면: 특정 트레잇 구현에 대해 타입을 고유하게 결정해야 하는 경우 연관 타입 을 사용하세요. 다양한 입력 타입을 사용하여 동일한 타입에 대한 트레잇의 여러 구현을 허용하려면 제네릭 매개변수 를 사용하세요. 유연성이 공짜인 경우는 거의 없습니다. 트레잇 정의는 'Output'으로 인해 더 복잡하며 구현자는 반환하려는 항목에 대해 추론해야 합니다. 유연성이 실제로 필요한 경우에만 절충이 정당화됩니다. 자신만의 트레잇을 디자인할 때 이 점을 명심하세요.","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 결론","id":"219","title":"결론"},"22":{"body":"리터럴 은 소스 코드에서 고정된 값을 나타내는 표기법입니다. 예를 들어 '42'는 숫자 42에 대한 Rust 리터럴입니다.","breadcrumbs":"A Basic Calculator » 정수 » 리터럴","id":"22","title":"리터럴"},"220":{"body":"이 섹션의 예제는 04_traits/10_assoc_vs_generic 에 있습니다","breadcrumbs":"Traits » 연관 vs 제네릭 타입 » 예제","id":"220","title":"예제"},"221":{"body":"이전 장에서는 소유권과 차용에 대해 소개했습니다. 우리는 특히 다음과 같이 말했습니다: Rust의 모든 값은 언제든지 단일 소유자를 갖습니다. 함수가 값의 소유권을 가져오면(\"사용함\") 호출자는 더 이상 해당 값을 사용할 수 없습니다. 이러한 제한은 다소 제한적일 수 있습니다. 때로는 값의 소유권을 갖는 함수를 호출해야 할 수도 있지만 나중에 그 값을 사용해야 하는 경우도 있습니다. fn consumer(s: String) { /* */ } fn example() { let mut s = String::from(\"hello\"); consumer(s); s.push_str(\", world!\"); // 오류: 소유권 이전 후 빌린 값\n} 이곳이 바로 Clone이 필요한 곳입니다.","breadcrumbs":"Traits » Clone 트레잇 » 값 복사, pt. 1","id":"221","title":"값 복사, pt. 1"},"222":{"body":"Clone은 Rust의 표준 라이브러리에 정의된 트레잇입니다: pub trait Clone { fn clone(&self) -> Self;\n} 해당 메서드 clone은 self에 대한 참조를 가져와 동일한 타입의 새로운 소유 인스턴스를 반환합니다.","breadcrumbs":"Traits » Clone 트레잇 » Clone","id":"222","title":"Clone"},"223":{"body":"위의 예시로 돌아가서, consumer를 호출하기 전에 clone을 사용하여 새로운 String 인스턴스를 생성할 수 있습니다: fn consumer(s: String) { /* */ } fn example() { let mut s = String::from(\"hello\"); let t = s.clone(); consumer(t); s.push_str(\", world!\"); // 오류 없음\n} s의 소유권을 consumer에 부여하는 대신, 새로운 String을 생성하고(s를 복제하여) 이를 대신 consumer에 제공합니다. s는 consumer를 호출한 후에도 유효하고 사용 가능한 상태로 유지됩니다.","breadcrumbs":"Traits » Clone 트레잇 » 사용 사례","id":"223","title":"사용 사례"},"224":{"body":"위 예제에서 메모리에서 무슨 일이 일어났는지 살펴봅시다. let mut s: String::from(\"hello\");가 실행되면, 메모리는 다음과 같습니다: s +---------+--------+----------+\nStack | pointer | length | capacity | | | | 5 | 5 | +--|------+--------+----------+ | | v +---+---+---+---+---+\nHeap: | H | e | l | l | o | +---+---+---+---+---+ let t = s.clone()이 실행되면 데이터 복사본을 저장하기 위해 완전히 새로운 영역이 힙에 할당됩니다: s t +---------+--------+----------+ +---------+--------+----------+\nStack | pointer | length | capacity | | pointer | length | capacity | | | | 5 | 5 | | | | 5 | 5 | +--|------+--------+----------+ +--|------+--------+----------+ | | | | v v +---+---+---+---+---+ +---+---+---+---+---+\nHeap: | H | e | l | l | o | | H | e | l | l | o | +---+---+---+---+---+ +---+---+---+---+---+ Java와 같은 언어를 사용하는 경우 clone을 객체의 전체 복사본을 만드는 방법으로 생각할 수 있습니다.","breadcrumbs":"Traits » Clone 트레잇 » 메모리에서는","id":"224","title":"메모리에서는"},"225":{"body":"Clone 타입을 가능하게 만들려면 Clone 트레잇을 구현해야 합니다. 거의 항상 Clone은 파생 매크로로 구현합니다: #[derive(Clone)]\nstruct MyType { // 필드\n} 컴파일러는 예상대로 MyType에 대해 Clone을 구현합니다. 즉, MyType의 각 필드를 개별적으로 복제한 다음 복제된 필드를 사용하여 새로운 MyType 인스턴스를 구성합니다. cargo expand(또는 IDE)를 사용하여 파생 매크로에 의해 생성된 코드를 탐색할 수 있다는 점을 기억하세요.","breadcrumbs":"Traits » Clone 트레잇 » Clone 구현","id":"225","title":"Clone 구현"},"226":{"body":"이 섹션의 예제는 04_traits/11_clone 에 있습니다","breadcrumbs":"Traits » Clone 트레잇 » 예제","id":"226","title":"예제"},"227":{"body":"이전과 동일한 예를 약간 변형하여 살펴보겠습니다. 타입으로 String 대신 u32를 사용하는 것입니다. fn consumer(s: u32) { /* */ } fn example() { let s: u32 = 5; consumer(s); let t = s + 1;\n} 오류 없이 컴파일됩니다! 여기서 무슨 일이 일어나고 있는 걸까요? .clone() 없이도 작동하도록 하는 String과 u32의 차이점은 무엇일까요?","breadcrumbs":"Traits » Copy 트레잇 » 값 복사, pt. 2","id":"227","title":"값 복사, pt. 2"},"228":{"body":"Copy는 Rust의 표준 라이브러리에 정의된 또 다른 트레잇입니다: pub trait Copy: Clone { } 이는 Sized와 마찬가지로 마커 트레잇입니다. 타입이 Copy를 구현하는 경우 해당 타입의 새 인스턴스를 생성하기 위해 .clone()을 호출할 필요가 없습니다. Rust가 이를 암시적으로 수행합니다. u32는 Copy를 구현하는 타입의 예입니다. 이것이 위의 예가 오류 없이 컴파일되는 이유입니다. consumer(s)가 호출되면 Rust가 s를 비트 단위 복사 해 새로운 u32 인스턴스를 생성합니다. 그리고 그 새 인스턴스를 consumer에 전달합니다. 이 모든 일은 사용자가 아무것도 하지 않아도 이루어집니다.","breadcrumbs":"Traits » Copy 트레잇 » Copy","id":"228","title":"Copy"},"229":{"body":"Copy는 \"자동 복제\"를 의미하지만 \"자동 복제\"와 동일하지 않습니다. Copy 구현을 허용하려면 타입이 몇 가지 요구 사항을 충족해야 합니다. 우선 Copy는 Clone의 하위 특성이므로 Clone을 구현해야 합니다. 이는 말이 됩니다: Rust가 암시적으로 타입의 새 인스턴스를 생성할 수 있다면 .clone()을 호출하여 명시적으로 새 인스턴스를 생성할 수도 있어야 합니다. 하지만 그게 전부는 아닙니다. 몇 가지 조건이 더 충족되어야 합니다: 타입이 메모리에서 차지하는 std::mem::size_of 바이트를 초과하는 추가 리소스(예: 힙 메모리, 파일 핸들 등)를 관리하지 않아야합니다. 타입이 변경 가능한 참조(&mut T)가 아니어야합니다. 두 조건이 모두 충족되면 Rust는 원래 인스턴스의 비트 복사 를 수행하여 해당 타입의 새 인스턴스를 안전하게 생성할 수 있습니다. 이는 C 표준 라이브러리의 memcpy 작업이라고도 합니다. 비트 단위 복사를 수행합니다.","breadcrumbs":"Traits » Copy 트레잇 » Copy란 무엇일까요?","id":"229","title":"Copy란 무엇일까요?"},"23":{"body":"하지만 Rust의 모든 값에는 유형이 있습니다. 그렇다면... '42'의 타입은 무엇일까요? Rust 컴파일러는 리터럴이 사용되는 방식에 따라 리터럴의 타입을 추론하려고 시도합니다. 컨텍스트를 제공하지 않으면 컴파일러는 정수 리터럴에 대해 기본적으로 i32를 사용합니다. 다른 타입을 사용하려면 원하는 정수 타입을 접미사로 추가할 수 있습니다. '2u64'는 명시적으로 'u64'라고 정해진 2입니다.","breadcrumbs":"A Basic Calculator » 정수 » 타입 어노테이션 리터럴","id":"23","title":"타입 어노테이션 리터럴"},"230":{"body":"String은 Copy를 구현하지 않는 타입입니다. 왜일까요? 추가 리소스, 즉 문자열의 데이터를 저장하는 힙 할당 메모리 버퍼를 관리하기 때문입니다. Rust가 String이 Copy를 구현하도록 허용했다고 상상해 봅시다. 그런 다음 원본 인스턴스의 비트 단위 복사를 수행하여 새 String 인스턴스가 생성되면 원본 인스턴스와 새 인스턴스 모두 동일한 메모리 버퍼를 가리킵니다: s copied_s\n+---------+--------+----------+ +---------+--------+----------+\n| pointer | length | capacity | | pointer | length | capacity |\n| | | 5 | 5 | | | | 5 | 5 |\n+--|------+--------+----------+ +--|------+--------+----------+ | | | | v | +---+---+---+---+---+ | | H | e | l | l | o | | +---+---+---+---+---+ | ^ | | | +------------------------------------+ 이건 잘못되었습니다! 두 String 인스턴스 모두 스코프를 벗어날 때 메모리 버퍼를 해제하려고 시도하여 더블 프리 오류가 발생합니다. 또한 동일한 메모리 버퍼를 가리키는 두 개의 서로 다른 &mut String 참조를 생성하여 Rust의 차용 규칙을 위반할 수도 있습니다.","breadcrumbs":"Traits » Copy 트레잇 » 사례 연구 1: String","id":"230","title":"사례 연구 1: String"},"231":{"body":"u32는 Copy를 구현합니다. 실제로 모든 정수 타입이 그렇습니다. 정수는 메모리의 숫자를 나타내는 \"그냥\" 바이트입니다. 그게 전부입니다! 해당 바이트를 복사하면 완벽하게 유효한 또 다른 정수 인스턴스를 얻게 됩니다. 나쁜 일은 일어날 수 없으므로 Rust는 그것을 허용합니다.","breadcrumbs":"Traits » Copy 트레잇 » 사례 연구 2: u32","id":"231","title":"사례 연구 2: u32"},"232":{"body":"소유권과 변경 가능한 차용을 소개할 때 우리는 한 가지 규칙을 아주 명확하게 명시했습니다. 즉, 주어진 시간에 값의 변경 가능한 차용은 _하나_만 있을 수 있다는 것입니다. 이것이 u32가 Copy를 구현하더라도 &mut u32는 Copy를 구현하지 않는 이유입니다. &mut u32가 Copy를 구현한 경우 동일한 값에 대한 여러 개의 변경 가능한 참조를 생성하고 동시에 여러 위치에서 수정할 수 있습니다. 그것은 Rust의 차용 규칙을 위반하는 것입니다! 따라서 &mut T는 T가 무엇이든 관계없이 Copy를 구현하지 않습니다.","breadcrumbs":"Traits » Copy 트레잇 » 사례 연구 3: &mut u32","id":"232","title":"사례 연구 3: &mut u32"},"233":{"body":"대부분의 경우 Copy를 수동으로 구현할 필요가 없습니다. 다음과 같이 파생시킬 수 있습니다: #[derive(Copy, Clone)]\nstruct MyStruct { field: u32,\n}","breadcrumbs":"Traits » Copy 트레잇 » Copy 구현","id":"233","title":"Copy 구현"},"234":{"body":"이 섹션의 예제는 04_traits/12_copy 에 있습니다","breadcrumbs":"Traits » Copy 트레잇 » 예제","id":"234","title":"예제"},"235":{"body":"소멸자 를 소개했을 때 drop 함수에 대해 언급했습니다: 해당 타입이 차지하는 메모리를 회수합니다(예: std::mem::size_of 바이트). 값이 관리할 수 있는 추가 리소스를 정리합니다(예: String의 힙 버퍼). Step 2.는 Drop 트레잇이 필요한 곳입니다. pub trait Drop { fn drop(&mut self);\n} Drop 트레잇은 컴파일러가 자동으로 수행하는 것 이상으로 타입에 대한 추가 정리 논리를 정의하는 메커니즘입니다. 'drop' 메서드에 무엇을 넣었든 값이 스코프를 벗어나면 실행됩니다.","breadcrumbs":"Traits » Drop 트레잇 » Drop 트레잇","id":"235","title":"Drop 트레잇"},"236":{"body":"Copy 트레잇에 대해 이야기할 때, 메모리에서 차지하는 std::mem::size_of 바이트를 초과하는 추가 리소스를 관리하는 경우 타입은 Copy를 구현할 수 없다고 말했습니다. 타입이 추가 리소스를 관리하는지 여부를 컴파일러가 어떻게 알 수 있는지 궁금할 것입니다. 맞습니다: Drop 트레잇 구현입니다! 타입에 명시적인 Drop 구현이 있는 경우 컴파일러는 타입에 추가 리소스가 첨부되어 있다고 가정하고 Copy 구현을 허용하지 않습니다. // 이것은 단위 구조체, 즉 필드가 없는 구조체입니다.\n#[derive(Clone, Copy)]\nstruct MyType; impl Drop for MyType { fn drop(&mut self) { // 여기서는 아무것도 할 필요가 없습니다. // \"빈\" Drop 구현만 있으면 충분합니다. }\n} 컴파일러는 다음 오류 메시지를 표시합니다: error[E0184]: the trait `Copy` cannot be implemented for this type; the type has a destructor --> src/lib.rs:2:17 |\n2 | #[derive(Clone, Copy)] | ^^^^ `Copy` not allowed on types with destructors","breadcrumbs":"Traits » Drop 트레잇 » Drop과 Copy","id":"236","title":"Drop과 Copy"},"237":{"body":"이 섹션의 예제는 04_traits/13_drop 에 있습니다","breadcrumbs":"Traits » Drop 트레잇 » 예제","id":"237","title":"예제"},"238":{"body":"우리는 이번 장에서 꽤 많은 다른 트레잇들을 다루었습니다. 하지만 우리는 표면적인 부분만 살펴봤습니다! 기억할 것이 많다고 느껴질 수도 있지만 걱정하지 마십시오. Rust 코드를 작성할 때 이러한 트레잇을 아주 많이 접하게 되므로 곧 본능이 될 것입니다.","breadcrumbs":"Traits » 마무리 » 마무리","id":"238","title":"마무리"},"239":{"body":"트레잇은 강력하지만 남용하지 마십시오. 명심해야 할 몇 가지 지침: 항상 단일 타입으로 호출되는 함수를 제네릭 함수로 만들지 마십시오. 코드베이스에 간접 참조가 도입되어 이해하고 유지 관리가 더 어려워집니다. 구현이 하나만 있는 경우 트레잇을 생성하지 마세요. 트레잇이 필요하지 않다는 신호입니다. 필요할 때마다 타입에 대한 표준 특성을 구현하십시오(Debug, PartialEq 등). 이는 타입을 더욱 관용적이고 작업하기 쉽게 만들어 표준 라이브러리 및 생태계 상자에서 제공하는 많은 기능을 사용할 수 있게 합니다. 외부 생태계의 기능이 필요한 경우 외부 크레이트의 트레잇을 구현하세요. 테스트에서 mock만을 위해 코드를 일반화하지 않도록 주의하세요. 이 접근 방식의 유지 관리 비용은 높을 수 있으므로 다른 테스트 전략을 사용하는 것이 더 나은 경우가 많습니다. 고충실도 테스트에 대한 자세한 내용은 testing masterclass 를 확인하세요.","breadcrumbs":"Traits » 마무리 » 생각 정리","id":"239","title":"생각 정리"},"24":{"body":"밑줄 '_'을 사용하면 큰 숫자의 가독성을 높일 수 있습니다. 예를 들어 '1_000_000'은 '1000000'과 동일합니다.","breadcrumbs":"A Basic Calculator » 정수 » 리터럴에서의 밑줄","id":"24","title":"리터럴에서의 밑줄"},"240":{"body":"계속 진행하기 전에 마지막 예제을 통해 배운 내용을 통합해 보겠습니다. 이번에는 최소한의 지침만 제공됩니다. 예제 설명과 가이드할 테스트만 제공됩니다.","breadcrumbs":"Traits » 마무리 » 지식 테스트","id":"240","title":"지식 테스트"},"241":{"body":"이 섹션의 예제는 04_traits/14_outro 에 있습니다","breadcrumbs":"Traits » 마무리 » 예제","id":"241","title":"예제"},"242":{"body":"이전 장에서 작업한 Ticket 구조체는 좋은 시작이지만 여전히 \"나는 초보자 Rustacean입니다!\"라고 티를 냅니다. 우리는 이 장에서 Rust 도메인 모델링 기술을 개선할 것입니다. 그 과정에서 몇 가지 개념을 더 소개해야 합니다: 데이터 모델링을 위한 Rust의 가장 강력한 기능 중 하나인 enum Null 허용 값을 모델링하는 Option 타입 복구 가능한 오류를 모델링하기 위한 Result 타입 프린트용 Debug 및 Display 트레잇 오류 타입을 표시하는 Error 트레잇 오류가 있는 변환을 위한 TryFrom과 TryInto 트레잇 Rust의 패키지 시스템, 라이브러리가 무엇인지, 바이너리가 무엇인지, 외부 크레이트를 사용하는 방법을 설명합니다","breadcrumbs":"Ticket v2 » Ticket 모델링, pt. 2","id":"242","title":"Ticket 모델링, pt. 2"},"243":{"body":"이 섹션의 예제는 05_ticket_v2/00_intro 에 있습니다","breadcrumbs":"Ticket v2 » 예제","id":"243","title":"예제"},"244":{"body":"이전 장에서 작성한 유효성 검사 로직에 따르면 티켓에는 To-Do, InProgress, Done 등 몇 가지 유효한 상태만 있습니다. Ticket 구조체의 status 필드나 new 메소드의 status 매개변수 타입을 보면 이는 명확하지 않습니다: #[derive(Debug, PartialEq)]\npub struct Ticket { title: String, description: String, status: String,\n} impl Ticket { pub fn new(title: String, description: String, status: String) -> Self { // [...] }\n} 두 경우 모두 status 필드를 나타내기 위해 String을 사용하고 있습니다. String은 매우 일반적인 타입입니다. status 필드에 가능한 값이 제한되어 있다는 정보를 직관적으로 알려주지 않습니다. 더 나쁜 것은 Ticket::new 호출자는 자신이 제공한 상태가 유효한지 런타임 에서만 알아낼 수 있다는 것입니다. 열거 를 사용하면 그보다 더 나은 작업을 수행할 수 있습니다.","breadcrumbs":"Ticket v2 » 열거형(Enums) » 열거","id":"244","title":"열거"},"245":{"body":"열거형은 variants 이라고 불리는 고정된 값 집합을 가질 수 있는 타입입니다. Rust에서는 enum 키워드를 사용하여 열거형을 정의합니다: enum Status { ToDo, InProgress, Done,\n} enum은 struct와 마찬가지로 새로운 Rust 타입 을 정의합니다.","breadcrumbs":"Ticket v2 » 열거형(Enums) » enum","id":"245","title":"enum"},"246":{"body":"이 섹션의 예제는 05_ticket_v2/01_enum 에 있습니다","breadcrumbs":"Ticket v2 » 열거형(Enums) » 예제","id":"246","title":"예제"},"247":{"body":"열거형을 사용하여 실제로 할 수 있는 작업이 무엇인지 궁금하실 것입니다. 가장 일반적인 작업은 match 입니다. enum Status { ToDo, InProgress, Done\n} impl Status { fn is_done(&self) -> bool { match self { Status::Done => true, // `|` 연산자를 사용하면 여러 패턴을 일치시킬 수 있습니다. // \"`Status::ToDo` 또는 `Status::InProgress`\"로 인식합니다. Status::InProgress | Status::ToDo => false } }\n} match 문은 러스트 값을 여러 패턴과 비교할 수 있는 구문입니다. 타입 수준에서 볼 때, 이는 if문으로 볼 수 있습니다. 만약 status가 Done 배리언트라면 첫 번째 블록을 실행하고, InProgress 또는 ToDo 배리언트라면 두 번째 블록을 실행합니다.","breadcrumbs":"Ticket v2 » 분기: match » match","id":"247","title":"match"},"248":{"body":"여기에는 한 가지 중요한 세부 사항이 있습니다: match는 완전 하다는 것입니다. 모든 열거형 배리언트를 처리해야 합니다. 배리언트 처리를 깜빡하면 Rust는 컴파일 타임 에 오류로 인해 중지됩니다. 예: ToDo 배리언트를 처리하는 것을 깜빡한 경우: match self { Status::Done => true, Status::InProgress => false,\n} 컴파일러는 다음과 같이 불평할 것입니다: error[E0004]: non-exhaustive patterns: `ToDo` not covered --> src/main.rs:5:9 |\n5 | match status { | ^^^^^^^^^^^^ pattern `ToDo` not covered 이건 큰일이에요! 코드베이스는 시간이 지남에 따라 발전합니다. Blocked같은 새로운 상태를 추가할 수도 있습니다. Rust 컴파일러는 새로운 배리언트에 대한 로직이 누락된 모든 match 문에 대해 오류를 내보냅니다. 이것이 바로 Rust 개발자들이 종종 \"컴파일러 중심 리팩토링\"을 칭찬하는 이유입니다. 컴파일러는 다음에 수행할 작업을 알려주고, 알려준 작업을 수행하기만 하면 됩니다.","breadcrumbs":"Ticket v2 » 분기: match » 철저함","id":"248","title":"철저함"},"249":{"body":"하나 이상의 배리언트에 관심이 없다면 _ 패턴을 포괄적으로 사용할 수 있습니다: match status { Status::Done => true, _ => false\n} _ 패턴은 이전 패턴과 일치하지 않는 모든 항목과 일치합니다.","breadcrumbs":"Ticket v2 » 분기: match » Catch-all","id":"249","title":"Catch-all"},"25":{"body":"Rust는 정수에 대해 다음과 같은 산술 연산자 [2] 를 지원합니다: + 더하기 - 빼기 * 곱하기 / 나누기 % 나머지 이러한 연산자의 우선순위 및 결합성 규칙은 수학과 동일합니다. 괄호를 사용하여 기본 우선 순위를 재정의할 수 있습니다. 예: 2 * (3 + 4). ⚠️ 경고 나누기 연산자 '/'는 정수 유형과 함께 사용될 때 정수 나누기를 수행합니다. 즉. 결과는 0쪽으로 잘립니다. 예를 들어 '5/2'는 '2.5'가 아니라 '2'입니다.","breadcrumbs":"A Basic Calculator » 정수 » 산술 연산자","id":"25","title":"산술 연산자"},"250":{"body":"이 섹션의 예제는 05_ticket_v2/02_match 에 있습니다","breadcrumbs":"Ticket v2 » 분기: match » 예제","id":"250","title":"예제"},"251":{"body":"enum Status { ToDo, InProgress, Done,\n} 우리의 Status 열거형은 일반적으로 C 스타일 열거형 이라고 불리는 것입니다. 각 변형은 명명된 상수와 약간 유사한 간단한 레이블입니다. C, C++, Java, C#, Python 등과 같은 많은 프로그래밍 언어에서 이러한 종류의 열거형을 찾을 수 있습니다. Rust 열거형은 더 나아갈 수 있습니다. 각 배리언트에 데이터를 첨부 할 수 있습니다.","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 배리언트는 데이터를 가질 수 있습니다","id":"251","title":"배리언트는 데이터를 가질 수 있습니다"},"252":{"body":"현재 티켓 작업을 하고 있는 사람의 이름을 저장하고 싶다고 가정해 보겠습니다. 티켓이 진행 중인 경우에만 이 정보를 얻을 수 있습니다. 할 일 티켓이나 완료된 티켓에는 존재하지 않습니다. InProgress 배리언트에 String 필드를 연결하여 이를 모델링할 수 있습니다: enum Status { ToDo, InProgress { assigned_to: String, }, Done,\n} InProgress는 이제 구조체 유사 배리언트 입니다. 실제로 구문은 구조체를 정의하는 데 사용한 구문을 사용합니다. 즉, 배리언트로 열거형 내부에 \"인라인\"되어 있을 뿐입니다.","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 배리언트","id":"252","title":"배리언트"},"253":{"body":"Status 인스턴스의 assigned_to에 액세스하려고 하면, let status: Status = /* */; // 컴파일되지 않습니다\nprintln!(\"Assigned to: {}\", status.assigned_to); 컴파일러가 우리를 막을 것입니다: error[E0609]: no field `assigned_to` on type `Status` --> src/main.rs:5:40 |\n5 | println!(\"Assigned to: {}\", status.assigned_to); | ^^^^^^^^^^^ unknown field assigned_to는 특정 배리언트 에 대한 것이므로 모든 Status 인스턴스에서 사용할 수는 없습니다. assigned_to에 액세스하려면 패턴 매칭 을 사용해야 합니다: match status { Status::InProgress { assigned_to } => { println!(\"Assigned to: {}\", assigned_to); }, Status::ToDo | Status::Done => { println!(\"Done\"); }\n}","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 배리언트 데이터에 액세스","id":"253","title":"배리언트 데이터에 액세스"},"254":{"body":"Status::InProgress { assigned_to }매치 패턴에서, assigned_to는 바인딩 입니다. 우리는 Status::InProgress 배리언트를 구조 분해 하고 assigned_to 필드를 assigned_to라는 새 변수에 바인딩합니다. 원한다면 필드를 다른 변수 이름에 바인딩할 수 있습니다: match status { Status::InProgress { assigned_to: person } => { println!(\"Assigned to: {}\", person); }, Status::ToDo | Status::Done => { println!(\"Done\"); }\n}","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 바인딩","id":"254","title":"바인딩"},"255":{"body":"이 섹션의 예제는 05_ticket_v2/03_variants_with_data 에 있습니다","breadcrumbs":"Ticket v2 » 데이터를 가진 배리언트 » 예제","id":"255","title":"예제"},"256":{"body":"이전 예제에 대한 솔루션은 아마도 다음과 같을 것입니다: impl Ticket { pub fn assigned_to(&self) -> &str { match &self.status { Status::InProgress { assigned_to } => assigned_to, Status::Done | Status::ToDo => { panic!(\"`In-Progress` 티켓만 누군가에게 할당될 수 있습니다\"), } } }\n} 우린 Status::InProgress 배리언트에만 관심이 있습니다. 꼭 다른 모든 배리언트를 매칭해야할까요? 우리를 구원할 새로운 친구입니다!","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » 간결한 분기","id":"256","title":"간결한 분기"},"257":{"body":"if let 구조를 사용하면 다른 모든 배리언트를 처리할 필요 없이 열거형의 단일 배리언트를 매칭할 수 있습니다. assigned_to 메서드를 단순화하기 위해 if let을 사용하는 방법은 다음과 같습니다: impl Ticket { pub fn assigned_to(&self) -> &str { if let Status::InProgress { assigned_to } = &self.status { assigned_to } else { panic!(\"`In-Progress` 티켓만 누군가에게 할당될 수 있습니다\"); } }\n}","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » if let","id":"257","title":"if let"},"258":{"body":"else 분기가 일찍 반환되도록 의도된 경우(패닉은 조기 반환으로 간주됩니다!) let/else 구문을 사용할 수 있습니다: impl Ticket { pub fn assigned_to(&self) -> &str { let Status::InProgress { assigned_to } = &self.status else { panic!(\"`In-Progress` 티켓만 누군가에게 할당될 수 있습니다\"); }; assigned_to }\n} 이를 통해 \"오른쪽 드리프트\"를 발생시키지 않고 구조 해제된 변수를 할당할 수 있습니다. 즉, 변수는 이전 코드와 동일한 들여쓰기 수준에서 할당됩니다.","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » let/else","id":"258","title":"let/else"},"259":{"body":"if let과 let/else는 둘 다 관용적인 Rust 구문입니다. 코드의 가독성을 높이기 위해 적절하다고 생각되는 대로 사용하되, 너무 과도하게 사용하지 마세요. match는 항상 필요할 때 그 자리에 있으니까요.","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » 스타일","id":"259","title":"스타일"},"26":{"body":"이전 연습에서 논의한 것처럼 Rust는 정적으로 타입이 지정된 언어입니다. 특히 Rust는 타입 강제에 대해 상당히 엄격합니다. 타입 변환이 무손실이더라도 자동으로 값을 한 타입에서 다른 타입으로 변환 [3] 하지 않습니다. 명시적으로 해야 합니다. 예를 들어, 모든 u8 값이 유효한 u32 값이더라도 u32 타입에 u8타입의 값을 할당할 수 없습니다: let b: u8 = 100;\nlet a: u32 = b; 컴파일 오류가 발생합니다: error[E0308]: mismatched types |\n3 | let a: u32 = b; | --- ^ expected `u32`, found `u8` | | | expected due to this | 이 코스의 뒷부분 에서 타입 간 변환 방법을 살펴보겠습니다.","breadcrumbs":"A Basic Calculator » 정수 » 자동 타입 변환 없음","id":"26","title":"자동 타입 변환 없음"},"260":{"body":"이 섹션의 예제는 05_ticket_v2/04_if_let 에 있습니다","breadcrumbs":"Ticket v2 » 분기: if let 과 let/else » 예제","id":"260","title":"예제"},"261":{"body":"assigned 메소드의 구현은 상당히 무뚝뚝합니다. to-do 상태의 티켓과 완료된 티켓에 대해 패닉하는 것은 이상적이지 않습니다. Rust의 Option 타입 을 사용하면 더 나은 결과를 얻을 수 있습니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » Null 가능성(Nullability)","id":"261","title":"Null 가능성(Nullability)"},"262":{"body":"Option은 nullable 값 을 나타내는 Rust 타입입니다. 이것은 Rust의 표준 라이브러리에 정의된 열거형입니다: enum Option<T> { Some(T), None,\n} Option은 값이 존재할 수도 있고(Some(T)) 없을 수도 있다는(None) 아이디어를 인코딩합니다. 또한 두 경우를 모두 명시적으로 처리 해야 합니다. Null 허용 값으로 작업하고 None 사례를 처리하는 것을 잊은 경우 컴파일러 오류가 발생합니다. 이는 null 확인을 잊어버려 런타임 오류를 유발할 수 있는 다른 언어의 \"암시적\" null 허용 여부에 비해 크게 개선된 것입니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » Option","id":"262","title":"Option"},"263":{"body":"Option의 정의는 이전에 본 적이 없는 Rust 구성인 튜플 유사 배리언트 를 사용합니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » Option의 정의","id":"263","title":"Option의 정의"},"264":{"body":"Option에는 Some(T)과 None이라는 두 가지 배리언트가 있습니다. Some은 튜플 유사 배리언트 입니다. 이는 이름이 지정되지 않은 필드 를 가지는 배리언트입니다. 튜플형 배리언트는 저장할 단일 필드가 있을 때, 특히 Option과 같은 \"래퍼\" 타입에 자주 사용됩니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » 튜플 유사 배리언트","id":"264","title":"튜플 유사 배리언트"},"265":{"body":"이는 열거형에만 국한되지 않습니다. 튜플 유사 구조체도 정의할 수 있습니다: struct Point(i32, i32); 그런 다음 위치 인덱스를 사용하여 Point 인스턴스의 두 필드에 액세스할 수 있습니다: let point = Point(3, 4);\nlet x = point.0;\nlet y = point.1;","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » 튜플 유사 구조체","id":"265","title":"튜플 유사 구조체"},"266":{"body":"아직 튜플을 본 적이 없는데 뭔가가 튜플과 비슷하다고 말하는 것은 이상합니다! 튜플은 원시 Rust 타입의 또 다른 예입니다. (잠재적으로 다른) 타입을 사용하여 고정된 개수의 값을 그룹화합니다: // 두 개의 값, 동일한 타입\nlet first: (i32, i32) = (3, 4);\n// 세 가지 값, 다른 타입\nlet second: (i32, u32, u8) = (-42, 3, 8); 문법은 간단합니다. 괄호 안에 값 타입을 쉼표로 구분하여 나열합니다. 점 표기법과 필드 인덱스를 사용하여 튜플의 필드에 액세스할 수 있습니다: assert_eq!(second.0, -42);\nassert_eq!(second.1, 3);\nassert_eq!(second.2, 8); 튜플은 전용 구조체 타입을 정의할 필요가 없을 때 값을 그룹화하는 편리한 방법입니다.","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » 튜플","id":"266","title":"튜플"},"267":{"body":"이 섹션의 예제는 05_ticket_v2/05_nullability 에 있습니다","breadcrumbs":"Ticket v2 » Null 가능성(Nullability) » 예제","id":"267","title":"예제"},"268":{"body":"이전 예제의 Ticket::new 함수를 다시 살펴보겠습니다: impl Ticket { pub fn new(title: String, description: String, status: Status) -> Ticket { if title.is_empty() { panic!(\"Title cannot be empty\"); } if title.len() > 50 { panic!(\"Title cannot be longer than 50 bytes\"); } if description.is_empty() { panic!(\"Description cannot be empty\"); } if description.len() > 500 { panic!(\"Description cannot be longer than 500 bytes\"); } Ticket { title, description, status, } }\n} 검사 중 하나가 실패하자마자 함수는 패닉 상태가 됩니다. 이는 호출자에게 오류를 처리 할 기회를 주지 않기 때문에 이상적이지 않습니다. 이제 오류 처리를 위한 Rust의 주요 메커니즘인 Result 타입을 소개할 시간입니다.","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » 실패 가능성(Fallibility)","id":"268","title":"실패 가능성(Fallibility)"},"269":{"body":"Result 타입은 표준 라이브러리에 정의된 열거형입니다: enum Result<T, E> { Ok(T), Err(E),\n} 여기에는 두 가지 배리언트가 있습니다: Ok(T): 성공적인 작업을 나타냅니다. 연산의 결과인 T를 가집니다. Err(E): 실패한 작업을 나타냅니다. 발생한 오류인 E를 가집니다. Ok와 Err은 모두 일반적이므로 성공 및 오류 사례에 대해 고유한 타입을 지정할 수 있습니다.","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » Result 타입","id":"269","title":"Result 타입"},"27":{"body":"공식 Rust book의 정수 타입 섹션 비트는 컴퓨터의 가장 작은 데이터 단위입니다. '0' 또는 '1'의 두 가지 값만 가질 수 있습니다. Rust에서는 사용자 정의 연산자를 정의할 수 없지만 내장 연산자의 작동 방식을 제어할 수 있습니다. 나중에 Trait에 대해 다룬 후 연산자 오버로딩에 대해 설명하겠습니다. 이 규칙에는 주로 참조, 스마트 포인터 및 인체 공학과 관련된 몇 가지 예외가 있습니다. 이에 대해서는 나중에 다루겠습니다. 그 전까지는 \"모든 타입 변환이 명시적\"이라는 정신이 도움이 될 것입니다.","breadcrumbs":"A Basic Calculator » 정수 » 읽을거리","id":"27","title":"읽을거리"},"270":{"body":"Rust에서 복구 가능한 오류는 값으로 표시 됩니다. 이는 단지 타입의 인스턴스일 뿐이며 다른 값처럼 전달되고 조작됩니다. 이는 오류를 알리기 위해 예외 를 사용하는 Python이나 C# 등의 다른 언어와는 상당한 차이가 있습니다. 예외는 추론하기 어려울 수 있는 별도의 제어 흐름 경로를 생성합니다. 함수의 시그니처만 보면 예외가 발생할 수 있는지 여부를 알 수 없습니다. 함수의 시그니처만 보면 어떤 예외 타입이 발생할 수 있는지 알 수 없습니다. 알아내려면 함수의 문서를 읽거나 구현을 살펴봐야 합니다. 예외 처리 로직은 지역성이 매우 낮습니다. 예외를 발생시키는 코드는 예외를 포착하는 코드에서 멀리 떨어져 있으며 둘 사이에는 직접적인 링크가 없습니다.","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » 예외 없음","id":"270","title":"예외 없음"},"271":{"body":"Rust는 Result를 사용하여 함수 시그니처의 오류 가능성 을 인코딩하도록 강제합니다. 함수가 실패할 수 있는 경우(그리고 호출자가 오류를 처리하도록 하려는 경우) Result를 반환해야 합니다. // 시그니처만 봐도 이 함수가 실패할 수 있다는 것을 알 수 있습니다.\n// `ParseIntError`를 확인해 어떤 종류의 실패가 예상되는지 알 수 있습니다.\nfn parse_int(s: &str) -> Result<i32, ParseIntError> { // ...\n} 이것이 Result의 가장 큰 장점입니다. 즉, 오류 가능성을 명시적으로 만들어줍니다. 하지만 패닉이 존재한다는 점을 명심하십시오. 다른 언어의 예외와 마찬가지로 타입 시스템으로 추적되지 않습니다. 그러나 복구할 수 없는 오류 를 위한 것이므로 드물게 사용해야 합니다.","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » 오류 가능성은 타입 시스템에 인코딩되어 있습니다","id":"271","title":"오류 가능성은 타입 시스템에 인코딩되어 있습니다"},"272":{"body":"이 섹션의 예제는 05_ticket_v2/06_fallibility 에 있습니다","breadcrumbs":"Ticket v2 » 실패 가능성(Fallibility) » 예제","id":"272","title":"예제"},"273":{"body":"Ticket::new는 이제 유효하지 않은 입력에 패닉하는 대신 Result를 반환합니다. 이는 호출하는 입장에서 무엇을 의미할까요?","breadcrumbs":"Ticket v2 » Unwrap » 언랩핑","id":"273","title":"언랩핑"},"274":{"body":"예외와 달리 Rust의 Result는 호출한 곳에서 오류를 처리 하도록 강제합니다. Result를 반환하는 함수를 호출하면 Rust는 에러 케이스를 암시적으로 무시하는 것을 허용하지 않습니다. fn parse_int(s: &str) -> Result<i32, ParseIntError> { // ...\n} // 컴파일되지 않습니다. 에러 케이스를 처리하지 않았습니다.\n// 성공 값을 \"언랩\"하거나 오류를 처리하려면 `match` 또는 `Result`에서 제공하는\n// 결합자 중 하나를 사용해야 합니다.\nlet number = parse_int(\"42\") + 2;","breadcrumbs":"Ticket v2 » Unwrap » 실패는 (암시적으로) 무시될 수 없습니다","id":"274","title":"실패는 (암시적으로) 무시될 수 없습니다"},"275":{"body":"Result를 반환하는 함수를 호출할 때 두 가지 주요 옵션이 있습니다: 작업이 실패하면 패닉이 발생합니다. 이는 unwrap 또는 expect 메소드를 사용하여 수행됩니다. // `parse_int`가 `Err`을 반환하면 패닉이 발생합니다.\nlet number = parse_int(\"42\").unwrap();\n// `expect`를 사용하면 사용자 정의 패닉 메시지를 지정할 수 있습니다.\nlet number = parse_int(\"42\").expect(\"Failed to parse integer\"); 에러 케이스를 명시적으로 처리하려면 match 표현식을 사용하여 Result를 구조 해제하세요. match parse_int(\"42\") { Ok(number) => println!(\"Parsed number: {}\", number), Err(err) => eprintln!(\"Error: {}\", err),\n}","breadcrumbs":"Ticket v2 » Unwrap » Result가 나왔습니다. 이걸로 뭘 할 수 있을까요?","id":"275","title":"Result가 나왔습니다. 이걸로 뭘 할 수 있을까요?"},"276":{"body":"이 섹션의 예제는 05_ticket_v2/07_unwrap 에 있습니다","breadcrumbs":"Ticket v2 » Unwrap » 예제","id":"276","title":"예제"},"277":{"body":"이전 예제에 대한 솔루션이 어색하게 느껴질 수 있습니다. 문자열 매칭은 이상적이지 않습니다! 동료가 Ticket::new에서 반환된 오류 메시지를 재작업할 수 있으며(예: 가독성을 높이기 위해) 갑자기 호출하는 코드가 중단될 수 있습니다. 당신은 이 문제를 해결하는 데 필요한 메커니즘을 이미 알고 있습니다: 열거형!","breadcrumbs":"Ticket v2 » Error 열거형 » Error 열거형","id":"277","title":"Error 열거형"},"278":{"body":"발생한 특정 오류에 따라 호출자가 다르게 동작하도록 허용하려면 열거형을 사용하여 다양한 오류 사례를 나타낼 수 있습니다: // 문자열에서 `u32`를 구문 분석할 때 발생할 수 있는\n// 다양한 에러 케이스를 나타내는 오류 열거형입니다.\nenum U32ParseError { NotANumber, TooLarge, Negative,\n} 오류 열거형을 사용하여 타입 시스템의 다양한 에러 케이스를 인코딩합니다. 이는 오류가 있는 함수 시그니처의 일부가 됩니다. 이렇게 하면 호출자가 match 표현식을 사용하여 다양한 에러 케이스에 대응할 수 있으므로 호출자의 오류 처리가 단순화됩니다: match s.parse_u32() { Ok(n) => n, Err(U32ParseError::Negative) => 0, Err(U32ParseError::TooLarge) => u32::MAX, Err(U32ParseError::NotANumber) => { panic!(\"Not a number: {}\", s); }\n}","breadcrumbs":"Ticket v2 » Error 열거형 » 오류 처리","id":"278","title":"오류 처리"},"279":{"body":"이 섹션의 예제는 05_ticket_v2/08_error_enums 에 있습니다","breadcrumbs":"Ticket v2 » Error 열거형 » 예제","id":"279","title":"예제"},"28":{"body":"이 섹션의 예제는 02_basic_calculator/01_integers 에 있습니다","breadcrumbs":"A Basic Calculator » 정수 » 예제","id":"28","title":"예제"},"280":{"body":"","breadcrumbs":"Ticket v2 » Error 트레잇 » Error 트레잇","id":"280","title":"Error 트레잇"},"281":{"body":"이전 예제에서는 오류 메시지를 추출하고 이를 panic! 매크로에 전달하기 위해 TitleError 배리언트를 분해해야 했습니다. 이는 오류 보고 의 (초보적인) 예입니다. 오류 타입을 사용자, 서비스 운영자 또는 개발자에게 표시될 수 있는 표현으로 변환합니다. 각 Rust 개발자가 자신만의 오류 보고 전략을 생각해내는 것은 실용적이지 않습니다. 이는 시간 낭비일 뿐 아니라 프로젝트 전반에 걸쳐 잘 구성되지 않을 것입니다. 이것이 Rust가 std::error::Error 트레잇을 제공하는 이유입니다.","breadcrumbs":"Ticket v2 » Error 트레잇 » 오류 보고","id":"281","title":"오류 보고"},"282":{"body":"Result의 Err 배리언트 타입에는 제한이 없지만 Error 트레잇을 구현하는 타입을 사용하는 것이 좋습니다. Error는 Rust의 오류 처리 이야기의 초석입니다: // `Error` 트레잇의 정의를 약간 단순화했습니다\npub trait Error: Debug + Display {} Sized 트레잇에서 : 구문을 기억하실 수 있습니다. 이는 슈퍼 트레잇 을 지정하는 데 사용됩니다. Error에는 Debug와 Display라는 두 가지 슈퍼 트레잇이 있습니다. 타입이 Error를 구현하려는 경우 Debug 및 Display도 구현해야 합니다.","breadcrumbs":"Ticket v2 » Error 트레잇 » 'Error' 트레잇","id":"282","title":"'Error' 트레잇"},"283":{"body":"우리는 이전 예제에서 이미 Debug 트레잇을 접했습니다. 이는 어설션이 실패할 때 비교하는 변수의 값을 표시하기 위해 assert_eq!에서 사용하는 트레잇입니다. \"메카니컬한\" 관점에서 Display와 Debug는 동일합니다. 즉, 타입을 문자열과 같은 표현으로 변환하는 방법을 인코딩합니다: // `Debug`\npub trait Debug { fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>;\n} // `Display`\npub trait Display { fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>;\n} 차이점은 _목적_에 있습니다. Display는 \"최종 사용자\"를 위한 표현을 반환하는 반면, Debug는 개발자와 서비스 운영자에게 더 적합한 낮은 수준의 표현을 제공합니다. 이것이 바로 Debug가 #[derive(Debug)] 속성을 사용하여 자동으로 구현될 수 있는 반면, Display는 수동 구현이 필요 한 이유입니다.","breadcrumbs":"Ticket v2 » Error 트레잇 » Display와 Debug","id":"283","title":"Display와 Debug"},"284":{"body":"이 섹션의 예제는 05_ticket_v2/09_error_trait 에 잇습니다","breadcrumbs":"Ticket v2 » Error 트레잇 » 예제","id":"284","title":"예제"},"285":{"body":"TicketNewError에 대한 Error 트레잇을 구현하려면 약간의 코드가 필요하지 않습니까? 수동 Display 구현과 Error impl 블록. 사용자 정의 오류 타입 생성을 단순화하기 위해 절차적 매크로 를 제공하는 Rust 크레이트인 thiserror를 사용하여 상용구 중 일부를 제거할 수 있습니다. 하지만 우리는 앞서 나가고 있습니다. thiserror는 서드파티 크레이트이며, 이것이 우리의 첫 번째 디펜던시가 될 것입니다! 디펜던시에 대해 자세히 알아보기 전에 한 걸음 물러나 Rust의 패키징 시스템에 대해 이야기해 보겠습니다.","breadcrumbs":"Ticket v2 » 패키지 » 라이브러리와 바이너리","id":"285","title":"라이브러리와 바이너리"},"286":{"body":"Rust 패키지는 매니페스트 라고도 알려진 Cargo.toml 파일의 [package] 섹션에 의해 정의됩니다. [package] 내에서 이름이나 버전과 같은 패키지의 메타데이터를 설정할 수 있습니다. 이 섹션의 예제 디렉토리에 있는 Cargo.toml 파일을 확인해보세요!","breadcrumbs":"Ticket v2 » 패키지 » 패키지란?","id":"286","title":"패키지란?"},"287":{"body":"패키지 내부에는 targets 라고 하는 하나 이상의 크레이트 가 있을 수 있습니다. 가장 일반적인 두 가지 크레이트 타입은 바이너리 크레이트 와 라이브러리 크레이트 입니다.","breadcrumbs":"Ticket v2 » 패키지 » 크레이트란?","id":"287","title":"크레이트란?"},"288":{"body":"바이너리는 실행 파일 로 컴파일될 수 있는 프로그램입니다. 여기에는 프로그램의 진입점인 main이라는 함수가 포함되어야 합니다. 프로그램이 실행될 때 main이 호출됩니다.","breadcrumbs":"Ticket v2 » 패키지 » 바이너리","id":"288","title":"바이너리"},"289":{"body":"반면에 라이브러리는 자체적으로 실행될 수 없습니다. 라이브러리를 _실행_할 수는 없지만 라이브러리에 의존하는 다른 패키지에서 _해당 코드_를 가져올 수 있습니다. 라이브러리는 다른 패키지에서 디펜던시 으로 활용할 수 있는 코드(예: 함수, 타입 등)를 그룹화합니다. 지금까지 해결한 모든 연습 문제는 라이브러리로 구성되어 있으며 테스트 모음이 첨부되어 있습니다.","breadcrumbs":"Ticket v2 » 패키지 » 라이브러리","id":"289","title":"라이브러리"},"29":{"body":"Rust에서는 let 키워드를 사용하여 변수 를 선언할 수 있습니다. 예시: let x = 42; 위에서는 변수 x를 정의하고 값 42를 할당했습니다.","breadcrumbs":"A Basic Calculator » 변수 » 변수","id":"29","title":"변수"},"290":{"body":"Rust 패키지와 관련하여 염두에 두어야 할 몇 가지 규칙이 있습니다: 패키지의 소스 코드는 일반적으로 src 디렉토리에 있습니다. src/lib.rs 파일이 있으면 cargo는 패키지에 라이브러리 크레이트가 포함되어 있다고 추론합니다. src/main.rs 파일이 있으면 cargo는 패키지에 바이너리 크레이트가 포함되어 있다고 추론합니다. Cargo.toml 파일에서 대상을 명시적으로 선언하여 이러한 기본값을 재정의할 수 있습니다. 자세한 내용은 cargo 문서 를 참조하세요. 패키지에는 여러 크레이트가 포함될 수 있지만 라이브러리 크레이트는 하나만 포함될 수 있습니다.","breadcrumbs":"Ticket v2 » 패키지 » 컨벤션","id":"290","title":"컨벤션"},"291":{"body":"새로운 패키지를 생성하기 위해 cargo를 사용할 수 있습니다: cargo new my-binary 그러면 이름이 같은 새 Rust 패키지와 내부에 단일 바이너리 상자가 포함된 my-binary라는 새 폴더가 생성됩니다. 대신 라이브러리 크레이트를 생성하려면 --lib 플래그를 사용할 수 있습니다: cargo new my-library --lib","breadcrumbs":"Ticket v2 » 패키지 » 새 패키지 스캐폴딩하기","id":"291","title":"새 패키지 스캐폴딩하기"},"292":{"body":"이 섹션의 예제는 05_ticket_v2/10_packages 에 있습니다","breadcrumbs":"Ticket v2 » 패키지 » 예제","id":"292","title":"예제"},"293":{"body":"패키지는 Cargo.toml 파일의 [dependencies] 섹션에 나열하여 다른 패키지에 의존할 수 있습니다. 디펜던시를 지정하는 가장 일반적인 방법은 해당 이름과 버전을 제공하는 것입니다: [dependencies]\nthiserror = \"1\" 이렇게 하면 최소 버전 1.0.0과 함께 thiserror가 패키지에 대한 디펜던시로 추가됩니다. thiserror는 Rust의 공식 패키지 레지스트리인 crates.io 에서 가져옵니다. cargo build를 실행하면 cargo는 몇 가지 단계를 거칩니다: 의존성 해결 디펜던시 다운로드 프로젝트 컴파일(자신의 코드와 디펜던시) 프로젝트에 Cargo.lock 파일이 있고 매니페스트 파일이 변경되지 않은 경우 종속성 해결을 건너뜁니다. lockfile은 종속성 해결이 성공적으로 완료된 후 cargo에 의해 자동으로 생성됩니다. 여기에는 프로젝트에 사용된 모든 종속성의 정확한 버전이 포함되어 있으며 동일한 버전이 다양한 빌드(예: CI)에서 일관되게 사용되도록 하는 데 사용됩니다. . 여러 개발자와 함께 프로젝트를 진행하는 경우 Cargo.lock 파일을 버전 제어 시스템에 커밋해야 합니다. cargo update를 사용하여 Cargo.lock 파일을 모든 디펜던시의 최신(호환) 버전으로 업데이트할 수 있습니다.","breadcrumbs":"Ticket v2 » 디펜던시 » 디펜던시","id":"293","title":"디펜던시"},"294":{"body":"경로 를 사용하여 디펜던시를 지정할 수도 있습니다. 이는 여러 로컬 패키지를 작업할 때 유용합니다. [dependencies]\nmy-library = { path = \"../my-library\" } 경로는 디펜던시를 선언하는 패키지의 Cargo.toml 파일의 상대경로입니다.","breadcrumbs":"Ticket v2 » 디펜던시 » 경로 디펜던시","id":"294","title":"경로 디펜던시"},"295":{"body":"종속성을 가져올 수 있는 위치와 이를 Cargo.toml 파일에 지정하는 방법에 대한 자세한 내용은 Cargo 문서 를 확인하세요.","breadcrumbs":"Ticket v2 » 디펜던시 » 기타 소스","id":"295","title":"기타 소스"},"296":{"body":"개발에만 필요한 디펜던시을 지정할 수도 있습니다. 이것들은 cargo test를 실행할 때만 받아옵니다. Cargo.toml 파일의 [dev-dependents] 섹션에 들어갑니다: [dev-dependencies]\nstatic_assertions = \"1.1.0\" 우리는 테스트를 단축하기 위해 책 전반에 걸쳐 이들 중 몇 가지를 사용해 왔습니다.","breadcrumbs":"Ticket v2 » 디펜던시 » 개발용 디펜던시","id":"296","title":"개발용 디펜던시"},"297":{"body":"이 섹션의 예제는 05_ticket_v2/11_dependencies 에 있습니다","breadcrumbs":"Ticket v2 » 디펜던시 » 예제","id":"297","title":"예제"},"298":{"body":"좀 빙 둘러왔어요, 그렇죠? 하지만 꼭 필요한 것이었어요! 이제 다시 원래대로 돌아가 보겠습니다: 커스텀 에러 타입과 thiserror.","breadcrumbs":"Ticket v2 » thiserror » thiserror","id":"298","title":"thiserror"},"299":{"body":"우리는 커스텀 에러 타입에 대해 Error 트레잇을 \"수동으로\" 구현하는 방법을 살펴보았습니다. 코드베이스에 있는 대부분의 에러 타입에 대해 이 작업을 수행해야 한다고 상상해 보세요. 상용구가 너무 많죠, 그렇지않나요? 커스텀 에러 타입 생성을 단순화하기 위해 절차적 매크로 를 제공하는 Rust 크레이트인 thiserror를 사용하여 상용구 중 일부를 제거할 수 있습니다. #[derive(thiserror::Error, Debug)]\nenum TicketNewError { #[error(\"{0}\")] TitleError(String), #[error(\"{0}\")] DescriptionError(String),\n}","breadcrumbs":"Ticket v2 » thiserror » 커스텀 에러 타입","id":"299","title":"커스텀 에러 타입"},"3":{"body":"솔루션을 검증하기 위해 코스 내내 당신을 도와줄 도구를 제공합니다. wr CLI(\"워크숍 러너\"의 줄임말)입니다. 아래 명령을 사용하여 설치하세요: cargo install --locked workshop-runner 새 터미널에서 리포지토리의 최상위 폴더로 이동합니다. 코스를 시작하려면 wr 명령을 실행하세요: wr wr은 현재 연습에 대한 솔루션을 확인합니다. 현재 연습문제를 풀 때까지 다음 섹션으로 넘어가지 마세요. 과정을 진행하면서 솔루션을 Git에 커밋하는 것이 좋습니다. 그러면 진행 상황을 쉽게 추적하고 필요한 경우 특정 지점에서 \"다시 시작할\" 수 있습니다. 코스를 즐겨보세요!","breadcrumbs":"환영합니다 » wr, 워크숍 러너","id":"3","title":"wr, 워크숍 러너"},"30":{"body":"Rust의 모든 변수에는 타입이 있어야 합니다. 이는 컴파일러에 의해 유추되거나 개발자가 명시적으로 지정할 수 있습니다.","breadcrumbs":"A Basic Calculator » 변수 » 타입","id":"30","title":"타입"},"300":{"body":"지금까지 본 모든 derive 매크로는 Rust 표준 라이브러리에서 제공되었습니다. thiserror::Error는 타사 derive 매크로의 첫 번째 예입니다. derive 매크로는 컴파일 타임에 Rust 코드를 생성하는 방법인 절차적 매크로 의 하위 집합입니다. 이 과정에서는 절차적 매크로를 작성하는 방법에 대해 자세히 설명하지 않지만 직접 작성할 수 있다는 점을 아는 것이 중요합니다! 좀 더 고급 Rust 코스에서 다뤄볼만한 주제입니다.","breadcrumbs":"Ticket v2 » thiserror » 매크로를 직접 작성할 수 있습니다","id":"300","title":"매크로를 직접 작성할 수 있습니다"},"301":{"body":"각 절차적 매크로는 자체 문법을 정의할 수 있으며 이는 일반적으로 크레이트 문서에 설명되어 있습니다. thiserror의 경우 다음과 같습니다: #[derive(thiserror::Error)]: 이것은 thiserror의 도움을 받아 사용자 정의 오류 유형에 대한 Error 트레잇을 파생시키는 구문입니다. #[error(\"{0}\")]: 이는 커스텀 에러 타입의 각 배리언트에 대해 Display 구현을 정의하는 구문입니다. 오류가 표시되면 {0}은 배리언트(이 경우 String)의 0번째 필드로 대체됩니다.","breadcrumbs":"Ticket v2 » thiserror » 커스텀 문법","id":"301","title":"커스텀 문법"},"302":{"body":"이 섹션의 예제는 05_ticket_v2/12_thiserror 에 있습니다","breadcrumbs":"Ticket v2 » thiserror » 예제","id":"302","title":"예제"},"303":{"body":"이전 장에서 우리는 무결한 타입 변환을 위한 Rust의 관용적 인터페이스인 From과 Into 트레잇 을 살펴보았습니다. 하지만 변환 성공이 보장되지 않으면 어떻게 될까요? 이제 우리는 From과 Into에 해당하는 오류가 있는 대응 요소인 TryFrom과 TryInto를 논의할 만큼 오류에 대해 충분히 알고 있습니다.","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » TryFrom과 TryInto","id":"303","title":"TryFrom과 TryInto"},"304":{"body":"TryFrom과 TryInto는 From과 Into처럼 std::convert 모듈에 정의됩니다. pub trait TryFrom<T>: Sized { type Error; fn try_from(value: T) -> Result<Self, Self::Error>;\n} pub trait TryInto<T>: Sized { type Error; fn try_into(self) -> Result<T, Self::Error>;\n} From/Into와 TryFrom/TryInto의 주요 차이점은 후자가 Result 유형을 반환한다는 것입니다. 이렇게 하면 변환이 실패했을 때 패닉하는 대신 오류가 반환됩니다.","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » TryFrom과 TryInto","id":"304","title":"TryFrom과 TryInto"},"305":{"body":"TryFrom과 TryInto 모두 연관 Error 타입이 있습니다. 이를 통해 각 구현은 이상적으로는 시도 중인 변환에 가장 적합한 자체 에러 타입을 지정할 수 있습니다. Self::Error는 트레잇 자체에 정의된 Error 관련 타입을 참조하는 방법입니다.","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » Self::Error","id":"305","title":"Self::Error"},"306":{"body":"From 및 Into와 마찬가지로 TryFrom과 TryInto는 이중 트레잇입니다. 타입에 대해 TryFrom을 구현하면 TryInto를 자동으로 얻을 수 있습니다.","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » 이중성","id":"306","title":"이중성"},"307":{"body":"이 섹션의 예제는 05_ticket_v2/13_try_from 에 있습니다","breadcrumbs":"Ticket v2 » TryFrom 트레잇 » 예제","id":"307","title":"예제"},"308":{"body":"Error 트레잇을 완전히 다루기 위해 이야기해야 할 것이 하나 더 있습니다: source 메서드입니다. // 이번에는 완전한 정의!\npub trait Error: Debug + Display { fn source(&self) -> Option<&(dyn Error + 'static)> { None }\n} source 메서드는 오류 원인 (있는 경우)에 액세스하는 방법입니다. 오류는 흔히 연쇄적으로 발생합니다. 즉, 하나의 오류가 다른 오류의 원인이 된다는 의미입니다. 즉, 낮은 수준의 오류(예: 데이터베이스 호스트 이름을 확인할 수 없음)로 인해 발생한 높은 수준의 오류(예: 데이터베이스에 연결할 수 없음)가 발생한다는 것입니다. source메서드를 사용하면 로그에서 에러 컨텍스트를 캡처할 때 자주 사용되는 전체 에러 체인을 탐색할 수 있습니다.","breadcrumbs":"Ticket v2 » Error::source » Error::source","id":"308","title":"Error::source"},"309":{"body":"Error 트레잇은 항상 None(즉, 근본적인 원인이 없음)을 반환하는 기본 구현을 제공합니다. 그렇기 때문에 이전 연습에서는 source에 신경 쓸 필요가 없었습니다. 이 기본 구현을 재정의하여 에러 타입의 원인을 제공할 수 있습니다. use std::error::Error; #[derive(Debug)]\nstruct DatabaseError { source: std::io::Error\n} impl std::fmt::Display for DatabaseError { fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result { write!(f, \"Failed to connect to the database\") }\n} impl std::error::Error for DatabaseError { fn source(&self) -> Option<&(dyn Error + 'static)> { Some(&self.source) }\n} 이 예시에서 DatabaseError는 std::io::Error를 소스로 래핑합니다. 그런 다음 source 메서드를 재정의하여 호출 시 이 소스를 반환합니다.","breadcrumbs":"Ticket v2 » Error::source » source 구현","id":"309","title":"source 구현"},"31":{"body":"변수 이름 뒤에 콜론 :을 추가하고 타입을 추가하여 변수 타입을 지정할 수 있습니다. 예시: // let <variable_name>: <type> = <expression>;\nlet x: u32 = 42; 위의 예에서는 x의 타입을 u32로 명시적으로 제한했습니다.","breadcrumbs":"A Basic Calculator » 변수 » 명시적 타입 어노테이션","id":"31","title":"명시적 타입 어노테이션"},"310":{"body":"이 &(dyn Error + 'static) 타입은 무엇인가요? 한번 까봅시다: dyn Error는 트레잇 개체 입니다. 이는 Error 트레잇을 구현하는 모든 타입을 참조하는 방법입니다. 'static은 특별한 수명 지정자 입니다. 'static은 참조가 \"필요한 한\", 즉 전체 프로그램 실행 동안 유효함을 의미합니다. &(dyn Error + 'static)의 조합은 Error 트레잇을 구현하는 트레잇 개체에 대한 참조이며 전체 프로그램 실행동안에 유효합니다. 지금은 이러한 개념 중 하나에 대해 너무 걱정하지 마세요. 우리는 이후 장에서 이에 대해 더 자세히 다룰 것입니다.","breadcrumbs":"Ticket v2 » Error::source » &(dyn Error + 'static)","id":"310","title":"&(dyn Error + 'static)"},"311":{"body":"thiserror는 에러 타입에 대해 source를 자동으로 구현하는 세 가지 방법을 제공합니다: source라는 필드가 자동으로 에러 소스로 사용됩니다. use thiserror::Error; #[derive(Error, Debug)]\npub enum MyError { #[error(\"Failed to connect to the database\")] DatabaseError { source: std::io::Error }\n} #[source] 속성의 어노테이션이 달린 필드는 자동으로 오류 소스로 사용됩니다. use thiserror::Error; #[derive(Error, Debug)]\npub enum MyError { #[error(\"Failed to connect to the database\")] DatabaseError { #[source] inner: std::io::Error }\n} #[from] 속성으로 주석이 달린 필드는 자동으로 오류의 소스로 사용됩니다 그리고 thiserror는 어노테이션이 달린 타입을 에러 타입으로 변환하기 위해 자동으로 From 구현을 생성합니다. use thiserror::Error; #[derive(Error, Debug)]\npub enum MyError { #[error(\"Failed to connect to the database\")] DatabaseError { #[from] inner: std::io::Error }\n}","breadcrumbs":"Ticket v2 » Error::source » thiserror를 사용하여 source 구현","id":"311","title":"thiserror를 사용하여 source 구현"},"312":{"body":"? 연산자는 오류 전파를 줄여서 표현한 것입니다. Result를 반환하는 함수에 사용될 때 Result가 Err인 경우 오류와 함께 조기에 반환됩니다. 예시: use std::fs::File; fn read_file() -> Result<String, std::io::Error> { let mut file = File::open(\"file.txt\")?; let mut contents = String::new(); file.read_to_string(&mut contents)?; Ok(contents)\n} 다음과 같습니다: use std::fs::File; fn read_file() -> Result<String, std::io::Error> { let mut file = match File::open(\"file.txt\") { Ok(file) => file, Err(e) => { return Err(e); } }; let mut contents = String::new(); match file.read_to_string(&mut contents) { Ok(_) => (), Err(e) => { return Err(e); } } Ok(contents)\n} ? 연산자를 사용하면 오류 처리 코드를 대폭 단축할 수 있습니다. 특히 ? 연산자는 변환이 가능한 경우(즉, 적절한 From 구현이 있는 경우) 오류가 있는 연산의 에러 타입을 함수의 에러 타입으로 자동 변환합니다.","breadcrumbs":"Ticket v2 » Error::source » ? 연산자","id":"312","title":"? 연산자"},"313":{"body":"이 섹션의 예제는 05_ticket_v2/14_source 에 있습니다","breadcrumbs":"Ticket v2 » Error::source » 예제","id":"313","title":"예제"},"314":{"body":"도메인 모델링에 있어서 악마는 디테일에 있습니다. Rust는 타입 시스템에서 도메인의 제약 조건을 직접 표현하는 데 도움이 되는 다양한 도구를 제공하지만 이를 올바르게 구현하고 관용적으로 보이는 코드를 작성하려면 약간의 연습이 필요합니다. Ticket 모델을 마지막으로 개선하면서 장을 마무리하겠습니다. 각 제약 조건을 캡슐화하기 위해 Ticket의 각 필드에 새로운 타입을 도입하겠습니다. 누군가 Ticket 필드에 액세스할 때마다 유효하다고 보장된 값을 돌려받게 됩니다. String 대신 TicketTitle. 코드의 다른 곳에서 제목이 비어 있는 것에 대해 걱정할 필요가 없습니다. TicketTitle이 있는 한 해당 제목이 구조상 유효하다는 것을 알 수 있습니다. 이것은 Rust의 타입 시스템을 사용하여 코드를 더욱 안전하고 표현력 있게 만드는 방법에 대한 예일 뿐입니다.","breadcrumbs":"Ticket v2 » 마무리 » 마무리","id":"314","title":"마무리"},"315":{"body":"Parse, don't validate Using types to guarantee domain invariants","breadcrumbs":"Ticket v2 » 마무리 » 읽을거리","id":"315","title":"읽을거리"},"316":{"body":"이 섹션의 예제는 05_ticket_v2/15_outro 에 있습니다","breadcrumbs":"Ticket v2 » 마무리 » 예제","id":"316","title":"예제"},"317":{"body":"이전 장에서 우리는 Ticket을 진공 상태에서 모델링했습니다. 필드와 제약 조건을 정의하고 Rust에서 이를 가장 잘 표현하는 방법을 배웠지만 Ticket이 더 큰 시스템에 어떻게 적합한지는 고려하지 않았습니다. 우리는 이 장을 사용하여 티켓을 저장하고 검색하는 (기본) 관리 시스템을 소개하는 Ticket에 대한 간단한 작업 흐름을 구축할 것입니다. 이 작업은 우리에게 다음과 같은 새로운 Rust 개념을 탐구할 수 있는 기회를 제공할 것입니다: 스택 할당 배열 확장 가능한 배열 유형인 Vec와 슬라이스 컬렉션 반복을 위한 Iterator와 IntoIterator 컬렉션의 일부 작업을 위한 슬라이스(&[T]) 참조가 유효한 기간을 설명하기 위한 수명 HashMap와 BTreeMap, 키-값 데이터 구조체 HashMap의 키를 비교하기 위한 Eq와 Hash BTreeMap과 함께 작동하는 Ord와 PartialOrd 컬렉션의 요소에 액세스하기 위한 Index와 IndexMut","breadcrumbs":"티켓 관리 » 소개","id":"317","title":"소개"},"318":{"body":"이 섹션의 예제는 06_ticket_management/00_intro 에 있습니다","breadcrumbs":"티켓 관리 » 예제","id":"318","title":"예제"},"319":{"body":"\"티켓 관리\"에 대해 이야기를 시작하자마자 다중 티켓을 저장하는 방법에 대해 생각해야 합니다. 결과적으로 이는 컬렉션에 대해 생각해야 함을 의미합니다. 특히, 동종 컬렉션: 동일한 타입의 여러 인스턴스를 저장하려고 합니다. 이와 관련하여 Rust는 무엇을 제공해야 합니까?","breadcrumbs":"Ticket Management » 배열 » 배열","id":"319","title":"배열"},"32":{"body":"변수 타입을 지정하지 않으면 컴파일러는 변수가 사용되는 컨텍스트를 기반으로 변수 타입을 추론하려고 시도합니다. let x = 42;\nlet y: u32 = x; 위의 예에서는 x의 타입을 지정하지 않았습니다. x는 나중에 명시적으로 u32로 입력되는 y에 할당됩니다. Rust는 자동 타입 강제 변환을 수행하지 않기 때문에 컴파일러는 x의 타입을 u32로 추론합니다. 이는 y와 동일하고 프로그램이 오류 없이 컴파일할 수 있게 해주는 유일한 타입입니다.","breadcrumbs":"A Basic Calculator » 변수 » 타입 추론","id":"32","title":"타입 추론"},"320":{"body":"첫 번째 시도는 배열 을 사용하는 것일 수 있습니다. Rust의 배열은 동일한 타입의 요소로 구성된 고정 크기 컬렉션입니다. 배열을 정의하는 방법은 다음과 같습니다: // Array type syntax: [ <type> ; <number of elements> ]\nlet numbers: [u32; 3] = [1, 2, 3]; 이 코드는 값 1, 2, 그리고 3으로 초기화된 정수 3개를 포함하는 배열을 생성합니다. 이 배열의 타입은 [u32; 3]이며, 이는 \"길이가 3인 u32 배열\"을 의미합니다.","breadcrumbs":"Ticket Management » 배열 » 배열","id":"320","title":"배열"},"321":{"body":"대괄호를 사용하여 배열 요소에 액세스할 수 있습니다: let first = numbers[0];\nlet second = numbers[1];\nlet third = numbers[2]; 인덱스는 usize 타입이어야 합니다. 배열은 Rust의 모든 것과 마찬가지로 제로 인덱스 입니다. 이전에 문자열 조각과 튜플/튜플 유사 배리언트의 필드 인덱싱을 통해 이를 본 적이 있습니다.","breadcrumbs":"Ticket Management » 배열 » 요소에 접근하기","id":"321","title":"요소에 접근하기"},"322":{"body":"범위를 벗어난 요소에 접근하려고 하면 Rust는 패닉을 일으킬 것입니다: let numbers: [u32; 3] = [1, 2, 3];\nlet fourth = numbers[3]; // 패닉 상태가 됩니다 이는 경계 검사 를 사용하여 런타임에 적용됩니다. 약간의 성능 오버헤드가 있지만 Rust가 버퍼 오버플로를 방지하는 방법입니다. 일부 시나리오에서는 Rust 컴파일러가 경계 검사를 최적화할 수 있습니다. 특히 반복자가 관련된 경우에는 더욱 그렇습니다. 이에 대해서는 나중에 자세히 설명하겠습니다. 패닉하지 않으려면 Option<&T>를 반환하는 get 메서드를 사용할 수 있습니다: let numbers: [u32; 3] = [1, 2, 3];\nassert_eq!(numbers.get(0), Some(&1));\n// 범위를 벗어난 인덱스에 액세스하려고 하면\n// 패닉이 아닌 `None`이 반환됩니다.\nassert_eq!(numbers.get(3), None);","breadcrumbs":"Ticket Management » 배열 » 범위 밖 접근","id":"322","title":"범위 밖 접근"},"323":{"body":"배열의 크기는 컴파일 타임에 알려지기 때문에 컴파일러는 배열을 스택에 할당할 수 있습니다. 다음 코드를 실행하면: let numbers: [u32; 3] = [1, 2, 3]; 메모리 레이아웃은 다음과 같이 됩니다: +---+---+---+\nStack: | 1 | 2 | 3 | +---+---+---+ 즉, 배열의 크기는 std::mem::size_of::<T>() * N입니다. 여기서 T는 요소의 타입이고 N은 요소의 수입니다. O(1) 시간 안에 각 요소에 액세스하고 교체할 수 있습니다.","breadcrumbs":"Ticket Management » 배열 » 성능","id":"323","title":"성능"},"324":{"body":"이 섹션의 예제는 06_ticket_management/01_arrays 에 있습니다","breadcrumbs":"Ticket Management » 배열 » 예제","id":"324","title":"예제"},"325":{"body":"배열의 장점은 약점이기도 합니다. 배열의 크기는 컴파일 타임에 미리 알려야 합니다. 런타임에만 알려진 크기의 배열을 만들려고 하면 컴파일 오류가 발생합니다: let n = 10;\nlet numbers: [u32; n]; error[E0435]: attempt to use a non-constant value in a constant --> src/main.rs:3:20 |\n2 | let n = 10;\n3 | let numbers: [u32; n]; | ^ non-constant value 배열은 티켓 관리 시스템에서 작동하지 않습니다. 컴파일 타임에 얼마나 많은 티켓을 저장해야 하는지 알 수 없습니다. 여기가 Vec이 필요한 시점입니다.","breadcrumbs":"Ticket Management » 벡터 » 벡터","id":"325","title":"벡터"},"326":{"body":"Vec은 표준 라이브러리에서 제공하는 확장 가능한 배열 타입입니다. Vec::new 함수를 사용하여 빈 배열을 만들 수 있습니다: let mut numbers: Vec<u32> = Vec::new(); 그런 다음 push 메서드를 사용하여 요소를 벡터에 밀어 넣습니다: numbers.push(1);\nnumbers.push(2);\nnumbers.push(3); 벡터 끝에 새 값이 추가됩니다. 생성 시 값을 알고 있는 경우 vec! 매크로를 사용하여 초기화된 벡터를 생성할 수도 있습니다: let numbers = vec![1, 2, 3];","breadcrumbs":"Ticket Management » 벡터 » Vec","id":"326","title":"Vec"},"327":{"body":"요소에 액세스하는 구문은 배열과 동일합니다: let numbers = vec![1, 2, 3];\nlet first = numbers[0];\nlet second = numbers[1];\nlet third = numbers[2]; 인덱스는 usize 타입이어야 합니다. Option<&T>를 반환하는 get 메서드를 사용할 수도 있습니다: let numbers = vec![1, 2, 3];\nassert_eq!(numbers.get(0), Some(&1));\n// 범위를 벗어난 인덱스에 액세스하려고 하면\n// 패닉이 아닌 `None`이 반환됩니다.\nassert_eq!(numbers.get(3), None); 배열을 사용한 요소 액세스와 마찬가지로 액세스 범위가 검사됩니다. O(1) 복잡도를 갖습니다.","breadcrumbs":"Ticket Management » 벡터 » 요소에 접근하기","id":"327","title":"요소에 접근하기"},"328":{"body":"Vec은 힙에 할당된 데이터 구조입니다. Vec을 생성하면 요소를 저장하기 위해 힙에 메모리를 할당합니다. 다음 코드를 실행하면: let mut numbers = Vec::with_capacity(3);\nnumbers.push(1);\nnumbers.push(2); 메모리 레이아웃은 다음과 같습니다: +---------+--------+----------+\nStack | pointer | length | capacity | | | | 2 | 3 | +--|------+--------+----------+ | | v +---+---+---+\nHeap: | 1 | 2 | ? | +---+---+---+ Vec은 세 가지를 추적합니다: 예약한 힙 영역에 대한 포인터 . 벡터의 길이 , 즉 벡터에 포함된 요소 수. 벡터의 용량 , 즉 힙에 예약된 공간에 들어갈 수 있는 요소의 수. 이 레이아웃은 친숙해 보일 것입니다. String과 정확히 동일합니다! 이는 우연이 아닙니다. String은 내부적으로 바이트 벡터 Vec<u8>로 정의됩니다: pub struct String { vec: Vec<u8>,\n}","breadcrumbs":"Ticket Management » 벡터 » 메모리 레이아웃","id":"328","title":"메모리 레이아웃"},"329":{"body":"이 섹션의 예제는 06_ticket_management/02_vec 에 있습니다","breadcrumbs":"Ticket Management » 벡터 » 예제","id":"329","title":"예제"},"33":{"body":"컴파일러는 사용법에 따라 올바른 변수 타입을 유추하기 위해 약간의 도움이 필요한 경우가 있습니다. 이러한 경우 컴파일 오류가 발생하고 컴파일러는 상황을 명확하게 하기 위해 명시적인 타입 힌트를 제공하도록 요청합니다.","breadcrumbs":"A Basic Calculator » 변수 » 추론의 한계","id":"33","title":"추론의 한계"},"330":{"body":"우리는 Vec이 \"늘어날 수 있는\" 벡터 타입이라고 말했는데, 그게 무슨 뜻일까요? 이미 최대 용량에 도달한 Vec에 요소를 삽입하려고 하면 어떻게 될까요? let mut numbers = Vec::with_capacity(3);\nnumbers.push(1);\nnumbers.push(2);\nnumbers.push(3); // 최대 용량 도달\nnumbers.push(4); // 여기서는 어떻게 될까요? Vec은 자체적으로 크기 조정 됩니다. 할당자에게 새로운(더 큰) 힙 메모리 청크를 요청하고 요소를 복사한 다음 이전 메모리 할당을 취소합니다. 이 작업에는 새로운 메모리 할당과 모든 기존 요소 복사가 포함되므로 비용이 많이 들 수 있습니다.","breadcrumbs":"Ticket Management » 리사이징 » 리사이징","id":"330","title":"리사이징"},"331":{"body":"Vec에 저장할 요소 수를 대략적으로 알고 있다면 Vec::with_capacity 메서드를 사용하여 충분한 메모리를 미리 할당할 수 있습니다. 이렇게 하면 Vec이 커질 때 새로운 할당을 피할 수 있지만 실제 사용량을 과대평가하면 메모리가 낭비될 수 있습니다. 상황에 맞게 사용하세요.","breadcrumbs":"Ticket Management » 리사이징 » Vec::with_capacity","id":"331","title":"Vec::with_capacity"},"332":{"body":"이 섹션의 예제는 06_ticket_management/03_resizing 에 있습니다","breadcrumbs":"Ticket Management » 리사이징 » 예제","id":"332","title":"예제"},"333":{"body":"첫 번째 예제에서 Rust를 사용하면 for 루프를 사용하여 컬렉션을 반복할 수 있다는 것을 배웠습니다. 우리는 그 시점에서 범위(예: 0..5)를 다루고 있었지만 배열이나 벡터와 같은 컬렉션에도 마찬가지입니다. // `Vec`에서도 작동합니다\nlet v = vec![1, 2, 3];\nfor n in v { println!(\"{}\", n);\n} // 배열에서도 작동합니다\nlet a: [u32; 3] = [1, 2, 3];\nfor n in a { println!(\"{}\", n);\n} 이제 이것이 내부적으로 어떻게 작동하는지 이해할 시간입니다.","breadcrumbs":"Ticket Management » 반복자 » 반복","id":"333","title":"반복"},"334":{"body":"Rust에서 for 루프를 작성할 때마다 컴파일러는 이를 다음 코드처럼 _디슈가링_합니다: let mut iter = IntoIterator::into_iter(v);\nloop { match iter.next() { Some(n) => { println!(\"{}\", n); } None => break, }\n} loop는 for와 while 위에 있는 또 다른 반복 구조입니다. loop 블록은 명시적으로 break하지 않는 한 영원히 실행됩니다.","breadcrumbs":"Ticket Management » 반복자 » for 디슈가링","id":"334","title":"for 디슈가링"},"335":{"body":"이전 코드 조각의 next 메서드는 Iterator 트레잇에서 나왔습니다. Iterator 트레잇은 Rust의 표준 라이브러리에 정의되어 있으며일련의 값을 생성할 수 있는 타입에 대한 공유 인터페이스를 제공합니다: trait Iterator { type Item; fn next(&mut self) -> Option<Self::Item>;\n} Item 관련 타입은 반복자가 생성하는 값의 타입을 지정합니다. next는 시퀀스의 다음 값을 반환합니다. 반환할 값이 있으면 Some(value)를 반환하고, 없으면 None을 반환합니다. 주의하세요: None을 반환할 때 반복자가 소진된다는 보장은 없습니다. 이는 반복자가 (더 제한적인) FusedIterator 트레잇을 구현하는 경우에만 보장됩니다.","breadcrumbs":"Ticket Management » 반복자 » Iterator 트레잇","id":"335","title":"Iterator 트레잇"},"336":{"body":"모든 타입이 Iterator를 구현하는 것은 아니지만 많은 타입이 이를 구현하는 타입으로 변환될 수 있습니다. 여기가 IntoIterator 트레잇이 필요한 시점입니다: trait IntoIterator { type Item; type IntoIter: Iterator<Item = Self::Item>; fn into_iter(self) -> Self::IntoIter;\n} into_iter 메서드는 원래 값을 사용하고 해당 요소에 대한 반복자를 반환합니다. 타입은 IntoIterator의 구현을 하나만 가질 수 있습니다. for가 무엇을 디슈가링 하는지에 대한 모호성은 없습니다. 한 가지 세부 사항: Iterator를 구현하는 모든 타입은 자동으로 IntoIterator도 구현합니다. 그들은 단지 into_iter에서 스스로 돌아옵니다!","breadcrumbs":"Ticket Management » 반복자 » IntoIterator 트레잇","id":"336","title":"IntoIterator 트레잇"},"337":{"body":"반복자를 반복하면 좋은 부작용이 있습니다. 설계상 범위를 벗어날 수 없습니다. 이를 통해 Rust는 생성된 기계어 코드에서 경계 검사를 제거하여 반복 작업을 더 빠르게 할 수 있습니다. 다시 말해서, let v = vec![1, 2, 3];\nfor n in v { println!(\"{}\", n);\n} 위 코드가 일반적으로 다음보다 빠릅니다 let v = vec![1, 2, 3];\nfor i in 0..v.len() { println!(\"{}\", v[i]);\n} 이 규칙에는 예외가 있습니다. 컴파일러는 때때로 수동 인덱싱을 사용해도 범위를 벗어나지 않는다는 것을 증명하여 어쨌든 범위 검사를 제거할 수 있습니다. 그러나 일반적으로 가능한 경우 인덱싱보다 반복을 선호합니다.","breadcrumbs":"Ticket Management » 반복자 » 경계 확인","id":"337","title":"경계 확인"},"338":{"body":"이 섹션의 예제는 06_ticket_management/04_iterators 에 있습니다","breadcrumbs":"Ticket Management » 반복자 » 예제","id":"338","title":"예제"},"339":{"body":"IntoIterator **는 self를 사용하여 반복자를 생성합니다. 여기에는 장점이 있습니다. 반복자에서 소유 값을 얻습니다. 예를 들어, Vec<Ticket>에서 .into_iter()를 호출하면 Ticket 값을 반환하는 반복자를 얻게 됩니다. 그것은 또한 단점이기도 합니다. .into_iter()를 호출한 후에는 더 이상 원본 컬렉션을 사용할 수 없습니다. 컬렉션을 사용하지 않고 컬렉션을 반복하고 대신 값에 대한 참조 를 살펴보고 싶은 경우가 많습니다. Vec<Ticket>의 경우 &Ticket 값을 반복하고 싶을 것입니다. 대부분의 컬렉션은 컬렉션 요소에 대한 참조에 대한 반복자를 반환하는 .iter()라는 메서드를 노출합니다. 예시: let numbers: Vec<u32> = vec![1, 2];\n// `n`에는 `&u32` 타입이 있습니다.\nfor n in numbers.iter() { // [...]\n} 이 패턴은 컬렉션에 대한 참조 에 대해 IntoIterator를 구현하여 단순화할 수 있습니다. 위의 예에서는 &Vec<Ticket>이 됩니다. 표준 라이브러리가 이를 수행하므로 다음 코드가 작동합니다: let numbers: Vec<u32> = vec![1, 2];\n// 여기서 `n`에는 `&u32` 타입이 있습니다.\n// 명시적으로 `.iter()`를 호출할 필요는 없습니다\n// `for` 루프에서 `&numbers`를 사용하면 충분합니다\nfor n in &numbers { // [...]\n} 두 가지 옵션을 모두 제공하는 것이 관용적입니다: 컬렉션에 대한 참조를 위한 IntoIterator 구현. 컬렉션의 요소에 대한 참조에 대한 반복자를 반환하는 .iter() 메서드. 전자는 for 루프에서 편리하고, 후자는 더 명시적이며 다른 컨텍스트에서 사용될 수 있습니다.","breadcrumbs":"Ticket Management » Iter » .iter()","id":"339","title":".iter()"},"34":{"body":"모든 영웅이 망토를 입는 것은 아니며, 모든 변수가 let으로 선언되는 것은 아닙니다. 함수 인수도 변수입니다! fn add_one(x: u32) -> u32 { x + 1\n} 위의 예에서 x는 u32 타입의 변수입니다. x와 let으로 선언된 변수의 유일한 차이점은 함수 인수 반드시 해당 타입이 명시적으로 선언되어야 한다는 것입니다. 컴파일러는 이를 추론하지 않습니다. 이 제약은 Rust 컴파일러(그리고 우리 인간도!)가 구현을 살펴보지 않고도 함수의 시그니처를 이해할 수 있게 해줍니다. 이는 컴파일 속도 [1] 를 크게 향상시킵니다!","breadcrumbs":"A Basic Calculator » 변수 » 함수 인수는 변수입니다","id":"34","title":"함수 인수는 변수입니다"},"340":{"body":"이 섹션의 예제는 06_ticket_management/05_iter 에 있습니다","breadcrumbs":"Ticket Management » Iter » 예제","id":"340","title":"예제"},"341":{"body":"for 루프의 편의성을 극대화하기 위해 &TicketStore에 대한 IntoIterator 구현을 추가하여 이전 예제를 완료해 보겠습니다. 구현의 가장 \"명확한\" 부분을 채우는 것부터 시작해 보겠습니다: impl IntoIterator for &TicketStore { type Item = &Ticket; type IntoIter = // 여기에 무엇이 들어갈까요? fn into_iter(self) -> Self::IntoIter { self.tickets.iter() }\n} type IntoIter는 무엇으로 설정되어야 할까요? 직관적으로 이것은 self.tickets.iter()에 의해 반환된 타입, 즉 Vec::iter()에 의해 반환된 타입이어야 합니다. 표준 라이브러리 문서를 확인하면 Vec::iter()가 std::slice::Iter를 반환한다는 것을 알 수 있습니다. Iter의 정의는 다음과 같습니다: pub struct Iter<'a, T> { /* 필드 생략 */ } `a\\는 수명 매개변수 입니다.","breadcrumbs":"Ticket Management » 수명 » 수명","id":"341","title":"수명"},"342":{"body":"수명은 참조(변경 가능 또는 불변)가 얼마나 오랫동안 유효한지 추적하기 위해 Rust 컴파일러에서 사용하는 레이블 입니다. 참조의 수명은 참조하는 값의 범위에 따라 제한됩니다. Rust는 댕글링 포인터와 use-after-free 버그를 피하기 위해 컴파일 타임에 참조가 참조하는 값이 삭제된 후에 참조가 사용되지 않도록 항상 확인합니다. 이는 친숙하게 들릴 것입니다. 우리는 소유권과 차용에 대해 논의할 때 이미 이러한 개념이 실제로 실행되는 것을 보았습니다. 수명은 특정 참조가 유효한 기간을 명칭 하는 방법일 뿐입니다. 여러 참조가 있고 해당 참조가 서로 관련 되는 방식을 명확히 해야 할 때 이름 지정이 중요해집니다. Vec::iter()의 시그니처를 살펴보겠습니다: impl <T> Vec<T> { // 약간 단순화됨 pub fn iter<'a>(&'a self) -> Iter<'a, T> { // [...] }\n} Vec::iter()는 'a라는 이름의 수명 매개변수로 일반화됩니다. 'a는 Vec의 수명과 iter()에 의해 반환된 Iter의 수명을 연결 하는 데 사용됩니다. 사람 말로 말하면, iter()에 의해 반환된 Iter는 그것이 생성된 Vec 참조(&self)보다 오래 살아있을 수 없습니다. 이는 우리가 논의한 것처럼 Vec::iter가 Vec 요소에 대한 참조 에 대한 반복자를 반환하기 때문에 중요합니다. Vec가 삭제되면 반복자가 반환한 참조가 유효하지 않게 됩니다. Rust는 이런 일이 발생하지 않도록 해야 하며 수명은 이 규칙을 시행하는 데 사용하는 도구입니다.","breadcrumbs":"Ticket Management » 수명 » 수명 매개변수","id":"342","title":"수명 매개변수"},"343":{"body":"Rust에는 수명 제거 규칙 이라는 일련의 규칙이 있는데, 이를 통해 많은 경우에 명시적인 수명 어노테이션을 생략할 수 있습니다. 예를 들어, Vec::iter의 정의는 std의 소스 코드에서 다음과 같습니다: impl <T> Vec<T> { pub fn iter(&self) -> Iter<'_, T> { // [...] }\n} Vec::iter()의 시그니처에는 명시적인 수명 매개변수가 없습니다. 제거 규칙은 iter()에 의해 반환된 Iter의 수명이 &self 참조의 수명과 연결되어 있음을 의미합니다. '_는 &self 참조의 수명 동안 플레이스 홀더 로 생각하면 됩니다. 수명 제거에 대한 공식 문서 링크는 참조 섹션을 참조하세요. 대부분의 경우 컴파일러가 명시적인 수명 어노테이션을 추가해야 할 때를 알려주기때문에 컴파일러를 믿으면 됩니다.","breadcrumbs":"Ticket Management » 수명 » 수명 제거","id":"343","title":"수명 제거"},"344":{"body":"std::vec::Vec::iter std::slice::Iter Lifetime elision rules","breadcrumbs":"Ticket Management » 수명 » 참조","id":"344","title":"참조"},"345":{"body":"이 섹션의 예제는 06_ticket_management/06_lifetimes 에 있습니다","breadcrumbs":"Ticket Management » 수명 » 예제","id":"345","title":"예제"},"346":{"body":"반복자는 for 루프보다 훨씬 더 많은 일을 할 수 있습니다! Iterator 트레잇에 대한 문서를 보면 다양한 방법으로 반복자를 변환, 필터링 및 결합하는 데 활용할 수 있는 광범위한 메서드 컬렉션을 찾을 수 있습니다. 가장 일반적인 것을 언급 해 보겠습니다: map은 반복자의 각 요소에 함수를 적용합니다. filter는 조건자를 만족하는 요소만 유지합니다. filter_map은 filter와 map을 한 단계로 결합합니다. 'cloned'는 참조 반복자를 값 반복자로 변환하여 각 요소를 복제합니다. enumerate는 (index, value) 쌍을 생성하는 새로운 반복자를 반환합니다. skip은 반복자의 처음 n개의 요소를 건너뜁니다. take는 n개의 요소 다음에 반복자를 중지시킵니다. chain은 두 개의 반복자를 하나로 결합합니다. 이러한 메서드를 결합자 라고 합니다. 일반적으로 간결하고 읽기 쉬운 방식으로 복잡한 변환을 생성하기 위해 함께 체인 됩니다: let numbers = vec![1, 2, 3, 4, 5];\n// 짝수의 제곱의 합\nlet outcome: u32 = numbers.iter() .filter(|&n| n % 2 == 0) .map(|&n| n * n) .sum();","breadcrumbs":"Ticket Management » 결합자(Combinators) » 결합자(Combinators)","id":"346","title":"결합자(Combinators)"},"347":{"body":"위의 filter 및 map 메소드에서는 무슨 일이 일어나고 있을까요? 그들은 클로저 를 인수로 사용합니다. 클로저는 익명 함수 , 즉 우리에게 익숙한 fn 구문을 사용하여 정의되지 않은 함수입니다. |args| body를 사용하여 정의됩니다. 여기서 args는 인수이고 body는 함수 본문입니다. body는 코드 블록이거나 단일 표현식일 수 있습니다. 예시: // 인수에 1을 더하는 익명 함수\nlet add_one = |x| x + 1;\n// 블록으로도 작성할 수 있습니다:\nlet add_one = |x| { x + 1 }; 클로저는 하나 이상의 인수를 취할 수 있습니다: let add = |x, y| x + y;\nlet sum = add(1, 2); 또한 변수를 캡처할 수도 있습니다: let x = 42;\nlet add_x = |y| x + y;\nlet sum = add_x(1); 필요한 경우 인수 타입이나 반환 타입을 지정할 수 있습니다: // 입력 타입만\nlet add_one = |x: i32| x + 1;\n// 또는 `fn` 구문을 사용하여 입력 및 출력 타입 모두\nlet add_one: fn(i32) -> i32 = |x| x + 1;","breadcrumbs":"Ticket Management » 결합자(Combinators) » 클로저","id":"347","title":"클로저"},"348":{"body":"결합자를 사용하여 반복자 변환을 완료하면 이제 뭘 해야 할까요? for 루프를 사용하여 변환된 값을 반복하거나 컬렉션으로 수집해야합니다. 후자는 collect 메소드를 사용하여 수행됩니다. collect는 반복자를 사용하고 해당 요소를 선택한 컬렉션으로 수집합니다. 예를 들어 짝수의 제곱을 Vec으로 수집할 수 있습니다: let numbers = vec![1, 2, 3, 4, 5];\nlet squares_of_evens: Vec<u32> = numbers.iter() .filter(|&n| n % 2 == 0) .map(|&n| n * n) .collect(); collect는 반환 타입 에 일반화됩니다. 따라서 일반적으로 컴파일러가 올바른 타입을 유추하는 데 도움이 되는 유형 힌트를 제공해야 합니다. 위의 예에서는 squares_of_evens 타입을 Vec<u32>로 어노테이션했습니다. 또는 turbofish 구문 을 사용하여 타입을 지정할 수 있습니다: let squares_of_evens = numbers.iter() .filter(|&n| n % 2 == 0) .map(|&n| n * n) // Turbofish 구문: `<method_name>::<type>()` // `::<>`이 물고기처럼 보이기 때문에 터보피시라고 합니다 .collect::<Vec<u32>>();","breadcrumbs":"Ticket Management » 결합자(Combinators) » collect","id":"348","title":"collect"},"349":{"body":"Iterator 문서 는 std의 반복자에 사용할 수 있는 메서드에 대한 개요를 제공합니다. itertools 크레이트는 반복자를 위한 더 많은 결합자를 정의합니다.","breadcrumbs":"Ticket Management » 결합자(Combinators) » 읽을거리","id":"349","title":"읽을거리"},"35":{"body":"변수를 선언할 때 변수를 초기화할 필요는 없습니다. 예를 들어 let x: u32; 유효한 변수 선언입니다. 그러나 변수를 사용하기 전에 초기화해야 합니다. 다음을 수행하지 않으면 컴파일러에서 오류가 발생합니다: let x: u32;\nlet y = x + 1; 컴파일 오류가 발생합니다: error[E0381]: used binding `x` isn't initialized --> src/main.rs:3:9 |\n2 | let x: u32; | - binding declared here but left uninitialized\n3 | let y = x + 1; | ^ `x` used here but it isn't initialized |\nhelp: consider assigning a value |\n2 | let x: u32 = 0; | +++ Rust 컴파일러는 컴파일 속도를 위한 어떤 도움이라도 필요로합니다.","breadcrumbs":"A Basic Calculator » 변수 » 초기화","id":"35","title":"초기화"},"350":{"body":"이 섹션의 예제는 06_ticket_management/07_combinators 에 있습니다","breadcrumbs":"Ticket Management » 결합자(Combinators) » 예제","id":"350","title":"예제"},"351":{"body":"TicketStore::to_dos는 Vec<&Ticket>을 반환합니다. 해당 시그니처는 to_dos가 호출될 때마다 새로운 힙 할당을 시행하는데, 이는 호출자가 출력값으로 수행해야 하는 작업에 따라 불필요할 수 있습니다. to_dos가 Vec 대신 반복자를 반환하여 호출자가 결과를 Vec로 수집할지 아니면 그냥 반복할지 결정할 수 있도록 하는 것이 더 좋습니다. 그래도 까다롭습니다! 아래에 구현된 to_dos의 반환 타입은 무엇일까요? impl TicketStore { pub fn to_dos(&self) -> ??? { self.tickets.iter().filter(|t| t.status == Status::ToDo) }\n}","breadcrumbs":"Ticket Management » impl Trait » impl Trait","id":"351","title":"impl Trait"},"352":{"body":"filter 메소드는 다음과 같은 정의를 갖는 std::iter::Filter의 인스턴스를 반환합니다: pub struct Filter<I, P> { /* 필드 생략 */ } 여기서 I는 필터링되는 반복자의 타입이고 P는 요소를 필터링하는 데 사용되는 조건자입니다. 이 경우 I는 std::slice::Iter<'_, Ticket>이라는 것을 알고 있지만 P는 어떤가요? P는 클로저, 익명 함수 입니다. 이름에서 알 수 있듯이 클로저에는 이름이 없으므로 코드에 적을 수 없습니다. Rust에는 이에 대한 해결책이 있습니다: impl Trait .","breadcrumbs":"Ticket Management » impl Trait » 이름을 지정할 수 없는 타입","id":"352","title":"이름을 지정할 수 없는 타입"},"353":{"body":"impl Trait은 이름을 지정하지 않고 타입을 반환할 수 있는 기능입니다. 해당 타입이 구현하는 트래잇(들)을 선언하면 Rust가 나머지를 알아냅니다. 이 경우 Ticket에 대한 참조의 반복자를 반환하려고 합니다: impl TicketStore { pub fn to_dos(&self) -> impl Iterator<Item = &Ticket> { self.tickets.iter().filter(|t| t.status == Status::ToDo) }\n} 이게 전부입니다!","breadcrumbs":"Ticket Management » impl Trait » impl Trait","id":"353","title":"impl Trait"},"354":{"body":"반환 위치의 impl Trait은 일반 매개변수가 아닙니다 . 제네릭은 함수 호출자가 채우는 타입에 대한 플레이스 홀더입니다. 일반 매개변수가 있는 함수는 다형성 입니다. 즉, 다양한 타입으로 호출될 수 있으며 컴파일러는 각 타입에 대해 다른 구현을 생성합니다. impl Trait의 경우는 그렇지 않습니다. impl Trait이 있는 함수의 반환 타입은 컴파일 타임에 고정 되며, 컴파일러는 이에 대한 단일 구현을 생성합니다. 이것이 impl Trait을 불투명 반환 타입 이라고도 부르는 이유입니다. 호출자는 반환 값의 정확한 타입을 모르고 지정된 트레잇을 구현한다는 것만 알 수 있습니다. 그러나 컴파일러는 정확한 타입을 알고 있으므로 다형성이 관련되지 않습니다.","breadcrumbs":"Ticket Management » impl Trait » 제네릭?","id":"354","title":"제네릭?"},"355":{"body":"Rust에 대한 RFC나 심층 분석을 읽으면 RPIT 라는 약어를 접하게 될 것입니다. **\"Return Position Impl Trait\"**의 약자로 리턴 포지션에서 impl Trait을 사용하는 것을 말합니다.","breadcrumbs":"Ticket Management » impl Trait » RPIT","id":"355","title":"RPIT"},"356":{"body":"이 섹션의 예제는 06_ticket_management/08_impl_trait 에 있습니다","breadcrumbs":"Ticket Management » impl Trait » 예제","id":"356","title":"예제"},"357":{"body":"이전 섹션에서 impl Trait을 사용하여 이름을 지정하지 않고 타입을 반환하는 방법을 살펴보았습니다. 인수 위치 에도 동일한 구문을 사용할 수 있습니다: fn print_iter(iter: impl Iterator<Item = i32>) { for i in iter { println!(\"{}\", i); }\n} print_iter는 i32의 반복자를 가져와 각 요소를 프린트합니다. 인수 위치 에서 사용될 때 impl Trait은 트레잇 바운드가 있는 일반 매개변수와 동일합니다: fn print_iter<T>(iter: T) where T: Iterator<Item = i32>\n{ for i in iter { println!(\"{}\", i); }\n}","breadcrumbs":"Ticket Management » impl Trait, pt.2 » 인수 위치의 impl Trait","id":"357","title":"인수 위치의 impl Trait"},"358":{"body":"경험상 인수 위치에서는 impl Trait보다 제네릭을 선호합니다. 제네릭을 사용하면 호출자가 명확성에 유용할 수 있는 터보피시 구문(::<>)을 사용하여 인수 타입을 명시적으로 지정할 수 있습니다. impl Trait의 경우는 그렇지 않습니다.","breadcrumbs":"Ticket Management » impl Trait, pt.2 » 단점","id":"358","title":"단점"},"359":{"body":"이 섹션의 예제는 06_ticket_management/09_impl_trait_2 에 있습니다","breadcrumbs":"Ticket Management » impl Trait, pt.2 » 예제","id":"359","title":"예제"},"36":{"body":"이 섹션의 예제는 02_basic_calculator/02_variables 에 있습니다","breadcrumbs":"A Basic Calculator » 변수 » 예제","id":"36","title":"예제"},"360":{"body":"Vec의 메모리 레이아웃으로 돌아가 보겠습니다: let mut numbers = Vec::with_capacity(3);\nnumbers.push(1);\nnumbers.push(2); +---------+--------+----------+\nStack | pointer | length | capacity | | | | 2 | 3 | +--|------+--------+----------+ | | v +---+---+---+\nHeap: | 1 | 2 | ? | +---+---+---+ 우리는 String이 어떻게 위장된 Vec<u8>인지 이미 언급했습니다. 이 유사성을 보면 아마 이런 질문이 떠오를겁니다: \"Vec버전의 &str는 뭐지?\"","breadcrumbs":"Ticket Management » 슬라이스 » 슬라이스","id":"360","title":"슬라이스"},"361":{"body":"[T]는 T 타입의 연속된 요소 시퀀스의 슬라이스 입니다. 보통 참조 형태인 &[T]로 사용합니다. Vec에서 슬라이스 참조를 생성하는 방법에는 여러 가지가 있습니다: let numbers = vec![1, 2, 3];\n// 인덱스 구문을 통해\nlet slice: &[i32] = &numbers[..];\n// 메소드를 통해\nlet slice: &[i32] = numbers.as_slice();\n// 또는 요소의 하위 집합에 대해\nlet slice: &[i32] = &numbers[1..]; Vec은 [T]를 대상 타입으로 사용하여 Deref 트레잇을 구현하므로 deref coercion 덕분에 Vec에서 직접 슬라이스 메서드를 사용할 수 있습니다: let numbers = vec![1, 2, 3];\n// 놀라운 사실: `iter`는 `Vec`의 메서드가 아닙니다!\n// `&[T]`의 메서드이지만 deref coercion 덕분에\n// `Vec`에서 호출할 수 있습니다.\nlet sum: i32 = numbers.iter().sum();","breadcrumbs":"Ticket Management » 슬라이스 » &[T]","id":"361","title":"&[T]"},"362":{"body":"&[T]는 &str과 마찬가지로 팻 포인터 입니다. 이는 슬라이스의 첫 번째 요소에 대한 포인터와 슬라이스의 길이로 구성됩니다. 세 가지 요소를 포함하는 Vec이 있는 경우: let numbers = vec![1, 2, 3]; 그런 다음 슬라이스 참조를 만듭니다: let slice: &[i32] = &numbers[1..]; 다음과 같은 메모리 레이아웃을 얻게 됩니다: numbers slice +---------+--------+----------+ +---------+--------+\nStack | pointer | length | capacity | | pointer | length | | | | 3 | 4 | | | | 2 | +----|----+--------+----------+ +----|----+--------+ | | | | v | +---+---+---+---+ |\nHeap: | 1 | 2 | 3 | ? | | +---+---+---+---+ | ^ | | | +--------------------------------+","breadcrumbs":"Ticket Management » 슬라이스 » 메모리 레이아웃","id":"362","title":"메모리 레이아웃"},"363":{"body":"Vec에 대한 불변 참조를 함수에 전달해야 하는 경우 &Vec<T>보다 &[T]를 사용하세요. 이를 통해 함수는 반드시 Vec에 의해 지원되는 슬라이스가 아닌 모든 종류의 슬라이스를 허용할 수 있습니다. 예를 들어, Vec에 있는 요소의 하위 집합을 전달할 수 있습니다. 하지만 그 이상입니다. 배열의 슬라이스 도 전달할 수도 있습니다: let array = [1, 2, 3];\nlet slice: &[i32] = &array; 배열 슬라이스와 Vec 슬라이스는 동일한 타입입니다. 즉, 연속된 요소 시퀀스에 대한 팻 포인터입니다. 배열의 경우 포인터는 힙이 아닌 스택을 가리키지만 슬라이스를 사용할 때는 중요하지 않습니다.","breadcrumbs":"Ticket Management » 슬라이스 » &Vec<T> vs &[T]","id":"363","title":"&Vec<T> vs &[T]"},"364":{"body":"이 섹션의 예제는 06_ticket_management/10_slices 에 있습니다","breadcrumbs":"Ticket Management » 슬라이스 » 예제","id":"364","title":"예제"},"365":{"body":"우리는 슬라이스 타입(예: str와 [T])에 대해 이야기할 때마다 불변 참조 형식(&str 및 &[T])을 사용했습니다. 하지만 슬라이스도 변경할 수 있습니다! 변경 가능한 슬라이스를 만드는 방법은 다음과 같습니다: let mut numbers = vec![1, 2, 3];\nlet slice: &mut [i32] = &mut numbers; 그런 다음 슬라이스의 요소를 수정할 수 있습니다: slice[0] = 42; 그러면 Vec의 첫 번째 요소가 42로 변경됩니다.","breadcrumbs":"Ticket Management » 변경 가능한 슬라이스 » 변경 가능한 슬라이스","id":"365","title":"변경 가능한 슬라이스"},"366":{"body":"불변 참조로 작업할 때 권장 사항은 명확했습니다. 소유한 타입에 대한 참조보다 슬라이스 참조를 선호합니다(예: &Vec<T>보다 &[T]). 변경 가능한 빌림의 경우는 그렇지 않습니다. 다음 시나리오를 생각해보세요: let mut numbers = Vec::with_capacity(2);\nlet mut slice: &mut [i32] = &mut numbers;\nslice.push(1); 컴파일되지 않습니다! push는 슬라이스가 아닌 Vec에 대한 메서드입니다. 이는 보다 일반적인 원칙의 표현입니다. Rust는 슬라이스에서 요소를 추가하거나 제거하는 것을 허용하지 않습니다. 이미 존재하는 요소를 수정/교체만 할 수 있습니다. 이와 관련하여 &mut Vec 또는 &mut String은 &mut [T] 또는 &mut str보다 엄격하게 더 강력합니다. 수행해야 하는 작업에 따라 가장 적합한 타입을 선택하십시오.","breadcrumbs":"Ticket Management » 변경 가능한 슬라이스 » 한계점","id":"366","title":"한계점"},"367":{"body":"이 섹션의 예제는 06_ticket_management/11_mutable_slices 에 있습니다","breadcrumbs":"Ticket Management » 변경 가능한 슬라이스 » 예제","id":"367","title":"예제"},"368":{"body":"우리의 티켓 관리 시스템에 대해 다시 생각해 봅시다. 현재 우리의 티켓 모델은 다음과 같습니다: pub struct Ticket { pub title: TicketTitle, pub description: TicketDescription, pub status: Status\n} 여기서는 티켓을 고유하게 식별하는 식별자 가 누락되었습니다. 해당 식별자는 각 티켓마다 고유해야 합니다. 새 티켓이 생성될 때 자동으로 생성하여 이를 보장할 수 있습니다.","breadcrumbs":"Ticket Management » 두 가지 상태 » 티켓 ID","id":"368","title":"티켓 ID"},"369":{"body":"ID는 어디에 저장해야 하나요? Ticket 구조체에 새 필드를 추가할 수 있습니다: pub struct Ticket { pub id: TicketId, pub title: TicketTitle, pub description: TicketDescription, pub status: Status\n} 하지만 티켓을 만들기 전에는 ID를 알 수 없습니다. 그러니 처음부터 있을 수는 없습니다. 옵셔널해야 한다는 것입니다: pub struct Ticket { pub id: Option<TicketId>, pub title: TicketTitle, pub description: TicketDescription, pub status: Status\n} 그것은 또한 이상적이지 않습니다. 티켓이 생성되면 ID가 항상 거기에 있어야 한다는 것을 알고 있더라도 상점에서 티켓을 검색할 때마다 None 케이스를 처리해야 합니다. 가장 좋은 해결책은 TicketDraft와 Ticket이라는 두 가지 별도 타입으로 표시되는 두 개의 서로 다른 티켓 상태 만드는 것입니다: pub struct TicketDraft { pub title: TicketTitle, pub description: TicketDescription\n} pub struct Ticket { pub id: TicketId, pub title: TicketTitle, pub description: TicketDescription, pub status: Status\n} TicketDraft는 아직 생성되지 않은 티켓입니다. ID도 없고 상태도 없습니다. Ticket은 생성된 티켓입니다. ID와 상태가 있습니다. TicketDraft와 Ticket의 각 필드에는 자체 제약 조건이 포함되어 있으므로 두 타입에 로직을 중복할 필요가 없습니다.","breadcrumbs":"Ticket Management » 두 가지 상태 » 모델 개선","id":"369","title":"모델 개선"},"37":{"body":"지금까지 우리의 모든 프로그램은 매우 간단했습니다. 일련의 명령이 위에서 아래로 실행됩니다. 이제 몇 가지 분기 를 소개할 시간입니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » 흐름 제어, part 1","id":"37","title":"흐름 제어, part 1"},"370":{"body":"이 섹션의 예제는 06_ticket_management/12_two_states 에 있습니다","breadcrumbs":"Ticket Management » 두 가지 상태 » 예제","id":"370","title":"예제"},"371":{"body":"TicketStore::get은 주어진 TicketId에 대해 Option<&Ticket>을 반환합니다. 우리는 이전에 Rust의 인덱싱 구문을 사용하여 배열과 벡터의 요소에 액세스하는 방법을 살펴보았습니다: let v = vec![0, 1, 2];\nassert_eq!(v[0], 0); 어떻게 TicketStore에 대해서도 동일한 경험을 제공할 수 있을까요? 당신이 생각하고 있는 그게 맞습니다: Index 트레잇을 구현해야 합니다!","breadcrumbs":"Ticket Management » Index 트레잇 » 인덱싱","id":"371","title":"인덱싱"},"372":{"body":"Index 트레잇은 Rust의 표준 라이브러리에 정의되어 있습니다: // 약간 단순화됨\npub trait Index<Idx>\n{ type Output; // 필수 메서드 fn index(&self, index: Idx) -> &Self::Output;\n} Index 트레잇은 아래의 것들을 가집니다: 인덱스 타입을 나타내는 하나의 제네릭 매개변수 Idx 인덱스를 사용하여 검색한 타입을 나타내는 하나의 연관 타입 Output index 메서드가 어떻게 Option을 반환하지 않는지 확인하세요. 배열 및 vec 인덱싱에서 발생하는 것처럼 index가 존재하지 않는 요소에 액세스하려고 하면 패닉이 발생할 것이라고 가정합니다.","breadcrumbs":"Ticket Management » Index 트레잇 » Index","id":"372","title":"Index"},"373":{"body":"이 섹션의 예제는 06_ticket_management/13_index 에 있습니다","breadcrumbs":"Ticket Management » Index 트레잇 » 예제","id":"373","title":"예제"},"374":{"body":"Index는 읽기 전용 액세스를 허용합니다. 검색한 값을 변경할 수 없습니다.","breadcrumbs":"Ticket Management » IndexMut 트레잇 » 변경 가능한 인덱싱","id":"374","title":"변경 가능한 인덱싱"},"375":{"body":"가변성을 허용하려면 IndexMut 트레잇을 구현해야 합니다. // 약간 단순화됨\npub trait IndexMut<Idx>: Index<Idx>\n{ // 필수 메서드 fn index_mut(&mut self, index: Idx) -> &mut Self::Output;\n} IndexMut는 타입이 이미 Index를 구현한 경우에만 구현할 수 있습니다. 추가 기능을 잠금 해제하기 때문입니다.","breadcrumbs":"Ticket Management » IndexMut 트레잇 » IndexMut","id":"375","title":"IndexMut"},"376":{"body":"이 섹션의 예제는 06_ticket_management/14_index_mut 에 있습니다","breadcrumbs":"Ticket Management » IndexMut 트레잇 » 예제","id":"376","title":"예제"},"377":{"body":"우리의 Index/IndexMut 구현은 최적이 아닙니다: 티켓을 ID로 검색하기 위해 전체 Vec을 반복해야 하며, 알고리즘 복잡도는 티켓 스토어 내의 티켓 수를 나타내는 n에 비례하여 O(n)입니다. 티켓 저장을 위해 HashMap<K, V>라는 다른 데이터 구조를 사용하면 더 나은 결과를 얻을 수 있습니다. use std::collections::HashMap; // 타입 추론을 통해 명시적인 타입 시그니처(이 예에서는\n// HashMap<String, String>`이 됨)을 생략할 수 있습니다.\nlet mut book_reviews = HashMap::new(); book_reviews.insert( \"Adventures of Huckleberry Finn\".to_string(), \"My favorite book.\".to_string(),\n); HashMap은 키-값 쌍으로 작동합니다. 두 가지 모두에 대해 일반화됩니다. K는 키 타입에 대한 일반 매개변수이고 V는 값 타입에 대한 매개변수입니다. 삽입, 검색 및 제거의 예상 비용은 상수 , O(1)입니다. 우리의 사용 사례에 딱 맞는 것 같지 않나요?","breadcrumbs":"Ticket Management » HashMap » HashMap","id":"377","title":"HashMap"},"378":{"body":"HashMap의 구조체 정의에는 트레잇 바운드가 없지만 해당 메서드에서 일부를 찾을 수 있습니다. 예를 들어 insert를 살펴보겠습니다: // 약간 단순화됨\nimpl<K, V> HashMap<K, V>\nwhere K: Eq + Hash,\n{ pub fn insert(&mut self, k: K, v: V) -> Option<V> { // [...] }\n} 키 타입은 Eq 및 Hash 트레잇을 구현해야 합니다. 그 두 가지를 파헤쳐 보겠습니다.","breadcrumbs":"Ticket Management » HashMap » 주요 요구 사항","id":"378","title":"주요 요구 사항"},"379":{"body":"해싱 함수(또는 해셔)는 잠재적으로 무한한 값 집합(예: 가능한 모든 문자열)을 제한된 범위(예: u64 값)에 매핑합니다. 찾아보면 서로 다른 속성(속도, 충돌 위험, 가역성 등)을 가진 다양한 해싱 함수가 있습니다. 이름에서 알 수 있듯이 HashMap은 뒤에서 해싱 함수를 사용합니다. 키를 해시한 다음 해당 해시를 사용하여 관련 값을 저장/검색합니다. 이 전략에서는 키 타입이 해시 가능해야 하므로 K에 Hash 트레잇이 바인딩됩니다. std::hash 모듈에서 Hash 트레잇을 찾을 수 있습니다: pub trait Hash { // 필수 메서드 fn hash<H>(&self, state: &mut H) where H: Hasher;\n} Hash를 수동으로 구현하는 경우는 거의 없습니다. 대부분의 경우 다음과 같이 파생됩니다: #[derive(Hash)]\nstruct Person { id: u32, name: String,\n}","breadcrumbs":"Ticket Management » HashMap » Hash","id":"379","title":"Hash"},"38":{"body":"if 키워드는 조건이 참인 경우에만 코드 블록을 실행하는 데 사용됩니다. 간단한 예는 다음과 같습니다: let number = 3;\nif number < 5 { println!(\"`number` is smaller than 5\");\n} 이 프로그램은 number < 5 조건이 true이기 때문에 number is less than 5를 프린트합니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » if 문","id":"38","title":"if 문"},"380":{"body":"HashMap은 키가 동일한지 비교할 수 있어야 합니다. 이는 해시 충돌을 처리할 때 특히 중요합니다. 즉 두 개의 서로 다른 키가 동일한 값으로 해시되는 경우 말입니다. 아마 당신은 궁금할 것입니다: 이게 바로 PartialEq 트레잇이 하는 일 아닌가요? 거의 맞았습니다! PartialEq는 반사성(reflexivity)을 보장하지 않기 때문에 HashMap에 적합하지 않습니다. 즉 a == a는 항상 true입니다. 예를 들어 부동 소수점 숫자(f32 및 f64)는 PartialEq를 구현하지만 반사성 속성을 충족하지 않습니다. f32::NAN == f32::NAN은 false입니다. 재귀성은 HashMap이 올바르게 작동하는 데 매우 중요합니다. 재귀성이 없으면 이를 삽입하는 데 사용한 것과 동일한 키를 사용하여 맵에서 값을 검색할 수 없습니다. Eq 트레잇은 반사성 속성을 사용하여 PartialEq를 확장합니다: pub trait Eq: PartialEq { // 추가 메서드 없음\n} 이는 마커 특성입니다. 새로운 메서드를 추가하지 않고 PartialEq에 구현된 동등 논리가 반사적임을 컴파일러에 알리는 방법일 뿐입니다. PartialEq를 파생시키면 Eq가 자동으로 파생될 수 있습니다: #[derive(PartialEq, Eq)]\nstruct Person { id: u32, name: String,\n}","breadcrumbs":"Ticket Management » HashMap » Eq","id":"380","title":"Eq"},"381":{"body":"Eq와 Hash 사이에는 암묵적인 약속이 있습니다. 두 키가 동일하면 해당 해시도 동일해야 합니다. 이는 HashMap이 올바르게 작동하는 데 중요합니다. 이 약속을 어기면 HashMap을 사용할 때 의미 없는 결과를 얻게 됩니다.","breadcrumbs":"Ticket Management » HashMap » Eq와 Hash는 연관되어있습니다","id":"381","title":"Eq와 Hash는 연관되어있습니다"},"382":{"body":"이 섹션의 예제는 06_ticket_management/15_hashmap 에 있습니다","breadcrumbs":"Ticket Management » HashMap » 예제","id":"382","title":"예제"},"383":{"body":"Vec에서 HashMap으로 이동하여 티켓 관리 시스템의 성능을 개선하고 그 과정에서 코드를 단순화했습니다. 하지만 아직 모든 것이 완벽하지는 않습니다. Vec 지원 스토어를 반복할 때 티켓이 추가된 순서대로 반환된다는 것을 확신할 수 있었습니다. HashMap의 경우는 그렇지 않습니다. 티켓을 반복할 수 있지만 순서는 무작위입니다. HashMap에서 BTreeMap으로 전환하면 다시 일관된 순서를 보장할 수 있습니다.","breadcrumbs":"Ticket Management » BTreeMap » 순서","id":"383","title":"순서"},"384":{"body":"BTreeMap은 항목이 키를 기준으로 정렬되도록 보장합니다. 이는 특정 순서로 항목을 반복해야 하거나 범위 쿼리를 수행해야 하는 경우(예: \"ID가 10에서 20 사이인 모든 티켓을 주세요\") 유용합니다. HashMap과 마찬가지로 BTreeMap 정의에서는 트레잇 바운드를 찾을 수 없습니다. 그러나 해당 메서드에서 트레잇 바운드를 찾을 수 있습니다. insert를 살펴보겠습니다: // `K`와 `V`는 각각 `HashMap`에서와 마찬가지로 // 키와 값 타입을 나타냅니다.\nimpl<K, V> BTreeMap<K, V> { pub fn insert(&mut self, key: K, value: V) -> Option<V> where K: Ord, { // 구현 }\n} Hash는 더 이상 필요하지 않습니다. 대신, 키 유형은 'Ord' 트레잇을 구현해야 합니다.","breadcrumbs":"Ticket Management » BTreeMap » BTreeMap","id":"384","title":"BTreeMap"},"385":{"body":"Ord 트레잇은 값을 비교하는 데 사용됩니다. PartialEq는 동등성을 비교하는 데 사용되는 반면, Ord는 순서를 비교하는 데 사용됩니다. 이는 std::cmp에 정의되어 있습니다: pub trait Ord: Eq + PartialOrd { fn cmp(&self, other: &Self) -> Ordering;\n} cmp 메소드는 Less, Equal 또는 Greater 중 하나일 수 있는 Ordering 열거형을 반환합니다. Ord를 사용하려면 Eq와 PartialOrd라는 두 가지 다른 트레잇이 구현되어야 합니다.","breadcrumbs":"Ticket Management » BTreeMap » Ord","id":"385","title":"Ord"},"386":{"body":"PartialOrd는 Ord의 약한 버전입니다. 마치 PartialEq가 Eq의 약한 버전인 것과 같습니다. 정의를 보면 그 이유를 알 수 있습니다: pub trait PartialOrd: PartialEq { fn partial_cmp(&self, other: &Self) -> Option<Ordering>;\n} PartialOrd::partial_cmp는 Option을 반환합니다. 두 값을 비교할 수 있다는 보장은 없습니다. 예를 들어, f32는 NaN 값을 비교할 수 없기 때문에 Ord를 구현하지 않습니다. 이는 f32가 Eq를 구현하지 않는 것과 같은 이유입니다.","breadcrumbs":"Ticket Management » BTreeMap » PartialOrd","id":"386","title":"PartialOrd"},"387":{"body":"타입에 Ord와 PartialOrd를 모두 파생할 수 있습니다: // `Eq`와 `PartialEq`도 추가해야 합니다.\n// `Ord`가 필요로 하기 때문입니다.\n#[derive(Eq, PartialEq, Ord, PartialOrd)]\nstruct TicketId(u64); 수동으로 구현하기로 선택하거나 필요한 경우 다음 사항에 주의하세요: Ord와 PartialOrd는 Eq와 PartialEq와 일관되어야 합니다. Ord와 PartialOrd는 서로 일관되어야 합니다.","breadcrumbs":"Ticket Management » BTreeMap » Ord와 PartialOrd 구현","id":"387","title":"Ord와 PartialOrd 구현"},"388":{"body":"이 섹션의 예제는 06_ticket_management/16_btreemap 에 있습니다","breadcrumbs":"Ticket Management » BTreeMap » 예제","id":"388","title":"예제"},"389":{"body":"Rust의 가장 큰 약속 중 하나는 _두려움 없는 동시성_입니다. 즉, 안전한 동시성 프로그램 작성을 더 쉽게 만드는 것입니다. 우리는 아직 그런 것을 많이 보지 못했습니다. 지금까지 우리가 수행한 모든 작업은 단일 스레드였습니다. 이제 바뀔 시간입니다! 이번 장에서는 티켓 스토어를 멀티스레드로 만들겠습니다. 우리는 다음을 포함해 Rust의 핵심 동시성 기능 대부분을 다룰 기회를 갖게 될 것입니다: 스레드, std::thread 모듈를 사용 메시지 전달, 채널 사용 공유 상태, Arc, Mutex그리고 RwLock을 사용 Send와 Sync, Rust의 동시성을 보장하는 트레잇 또한 멀티 스레드 시스템의 다양한 디자인 패턴과 그 장단점에 대해서도 논의할 것입니다.","breadcrumbs":"스레드 » 소개","id":"389","title":"소개"},"39":{"body":"대부분의 프로그래밍 언어와 마찬가지로 Rust는 if 표현식의 조건이 거짓일 때 코드 블록을 실행하기 위한 선택적인 else 분기를 지원합니다. 예시: let number = 3; if number < 5 { println!(\"`number` is smaller than 5\");\n} else { println!(\"`number` is greater than or equal to 5\");\n}","breadcrumbs":"A Basic Calculator » 분기: if/else » else 문","id":"39","title":"else 문"},"390":{"body":"이 섹션의 예제는 07_threads/00_intro 에 있습니다","breadcrumbs":"스레드 » 예제","id":"390","title":"예제"},"391":{"body":"멀티스레드 코드 작성을 시작하기 전에 한발 물러서서 스레드가 무엇인지, 왜 스레드를 사용하려는지에 대해 이야기해 보겠습니다.","breadcrumbs":"Threads » 스레드 » 스레드","id":"391","title":"스레드"},"392":{"body":"스레드 는 기본 운영 체제에서 관리하는 실행 컨텍스트입니다. 각 스레드에는 자체 스택, 명령 포인터 및 프로그램 카운터가 있습니다. 단일 프로세스 는 여러 스레드를 관리할 수 있습니다. 이러한 스레드는 동일한 메모리 공간을 공유하므로 동일한 데이터에 액세스할 수 있습니다. 스레드는 논리적 구조입니다. 결국 CPU 코어, 즉 물리적 실행 단위에서는 한 번에 하나의 명령어 세트만 실행할 수 있습니다. CPU 코어보다 더 많은 스레드가 있을 수 있으므로 운영 체제의 스케줄러 는 주어진 시간에 실행할 스레드를 결정하고 처리량과 응답성을 최대화하기 위해 스레드 간에 CPU 시간을 분할하는 일을 담당합니다.","breadcrumbs":"Threads » 스레드 » 스레드란 무엇일까요?","id":"392","title":"스레드란 무엇일까요?"},"393":{"body":"Rust 프로그램이 시작되면 단일 스레드인 메인 스레드 에서 실행됩니다. 이 스레드는 운영 체제에 의해 생성되며 main 함수 실행을 담당합니다. use std::thread;\nuse std::time::Duration; fn main() { loop { thread::sleep(Duration::from_secs(2)); println!(\"Hello from the main thread!\"); }\n}","breadcrumbs":"Threads » 스레드 » main","id":"393","title":"main"},"394":{"body":"Rust의 표준 라이브러리는 스레드를 생성하고 관리할 수 있는 std::thread 모듈을 제공합니다.","breadcrumbs":"Threads » 스레드 » std::thread","id":"394","title":"std::thread"},"395":{"body":"std::thread::spawn을 사용하여 새 스레드를 생성하고 해당 스레드에서 코드를 실행할 수 있습니다. 예시: use std::thread;\nuse std::time::Duration; fn main() { let handle = thread::spawn(|| { loop { thread::sleep(Duration::from_secs(1)); println!(\"Hello from a thread!\"); } }); loop { thread::sleep(Duration::from_secs(2)); println!(\"Hello from the main thread!\"); }\n} Rust playground 에서 이 프로그램을 실행하면 메인 스레드와 생성된 스레드가 동시에 실행되는 것을 볼 수 있습니다. 각 스레드는 서로 독립적으로 진행됩니다.","breadcrumbs":"Threads » 스레드 » spawn","id":"395","title":"spawn"},"396":{"body":"메인 스레드가 완료되면 전체 프로세스가 종료됩니다. 생성된 스레드는 완료되거나 메인 스레드가 종료될 때까지 계속 실행됩니다. use std::thread;\nuse std::time::Duration; fn main() { let handle = thread::spawn(|| { loop { thread::sleep(Duration::from_secs(1)); println!(\"Hello from a thread!\"); } }); thread::sleep(Duration::from_secs(5));\n} 위의 예에서는 \"Hello from a thread!\"라는 메시지가 표시될 것으로 예상할 수 있습니다. 대략 5번 정도 프린트되었습니다. 그런 다음 메인 스레드가 종료되고(sleep 호출이 반환될 때) 전체 프로세스가 종료되므로 생성된 스레드가 종료됩니다.","breadcrumbs":"Threads » 스레드 » 프로세스 종료","id":"396","title":"프로세스 종료"},"397":{"body":"또한 spawn이 반환하는 JoinHandle에서 join 메서드를 호출하여 생성된 스레드가 완료될 때까지 기다릴 수도 있습니다. use std::thread;\nfn main() { let handle = thread::spawn(|| { println!(\"Hello from a thread!\"); }); handle.join().unwrap();\n} 이 예에서 기본 스레드는 종료되기 전에 생성된 스레드가 완료될 때까지 기다립니다. 이렇게 하면 두 스레드 간에 일종의 동기화 가 도입됩니다. 즉, \"Hello from a thread!\"라는 메시지가 표시됩니다. 생성된 스레드가 완료될 때까지 메인 스레드가 종료되지 않기 때문에 프로그램이 종료되기 전에 프린트됩니다.","breadcrumbs":"Threads » 스레드 » join","id":"397","title":"join"},"398":{"body":"이 섹션의 예제는 07_threads/01_threads 에 있습니다","breadcrumbs":"Threads » 스레드 » 예제","id":"398","title":"예제"},"399":{"body":"이전 연습에서 벡터의 슬라이스를 차용하려고 시도했다면 아마도 다음과 같은 컴파일러 오류가 발생했을 것입니다: error[E0597]: `v` does not live long enough |\n11 | pub fn sum(v: Vec<i32>) -> i32 { | - binding `v` declared here\n...\n15 | let right = &v[split_point..]; | ^ borrowed value does not live long enough\n16 | let left_handle = thread::spawn(move || left.iter().sum::<i32>()); | ------------------------------------------------ argument requires that `v` is borrowed for `'static`\n19 | } | - `v` dropped here while still borrowed argument requires that v is borrowed for 'static. 이게 무슨 말일까요? 'static 수명은 Rust에서 특별한 수명입니다. 이는 해당 값이 프로그램 전체 기간 동안 유효함을 의미합니다.","breadcrumbs":"Threads » 'static 수명 » 'static","id":"399","title":"'static"},"4":{"body":"이 과정은 Mainmatter 의 수석 엔지니어링 컨설턴트인 Luca Palmieri 가 작성했습니다. Luca는 2018년부터 처음에는 TrueLayer에서, 그다음에는 AWS에서 Rust와 협력해 왔습니다. Luca는 Rust에서 백엔드 애플리케이션을 구축하는 방법을 배우기 위한 유용한 리소스인 \"Zero to Production in Rust\" 의 저자입니다. 그는 또한 cargo-chef , Pavex 와 wiremock 을 포함한 다양한 오픈 소스 Rust 프로젝트의 저자이자 관리자이기도 합니다.","breadcrumbs":"환영합니다 » 작성자","id":"4","title":"작성자"},"40":{"body":"if 표현식의 조건은 bool 타입의 불리언 이어야 합니다. 정수와 마찬가지로 불리언도 Rust의 원시 타입입니다. 불리언은 true 또는 false라는 두 가지 값 중 하나를 가질 수 있습니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » 불리언","id":"40","title":"불리언"},"400":{"body":"thread::spawn을 통해 시작된 스레드는 이를 생성한 스레드보다 오래 살아 있을 수 있습니다. 예시: use std::thread; fn f() { thread::spawn(|| { thread::spawn(|| { loop { thread::sleep(std::time::Duration::from_secs(1)); println!(\"Hello from the detached thread!\"); } }); });\n} 이 예시에서 첫 번째 생성된 스레드는 매초 메시지를 프린트하는 하위 스레드를 생성합니다. 그러면 첫 번째 스레드가 완료되고 종료됩니다. 그런 일이 발생하면 해당 하위 스레드는 전체 프로세스가 실행되는 동안 계속 실행 됩니다. Rust의 용어에서는 하위 스레드가 상위 스레드보다 **오래 살았다(outlived)**고 말합니다.","breadcrumbs":"Threads » 'static 수명 » 분리된 스레드","id":"400","title":"분리된 스레드"},"401":{"body":"생성된 스레드는 다음과 같은 것이 가능하기때문에: 자신을 생성한 스레드(상위 스레드)보다 오래 살 수 있음 프로그램이 종료될 때까지 실행됨 그 함수가 종료되기 전에 삭제될 수 있는 어떤 값도 차용할 수 없습니다. 이 제약을 위반하면 사용 후 메모리 해제 후에도 사용할 수 있는 버그가 발생할 수 있습니다. 그것이 std::thread::spawn의 시그니처가 전달된 클로저가 'static 수명을 가져야 한다고 요구하는 이유입니다: pub fn spawn<F, T>(f: F) -> JoinHandle<T> where F: FnOnce() -> T + Send + 'static, T: Send + 'static\n{ // [..]\n}","breadcrumbs":"Threads » 'static 수명 » 'static 수명","id":"401","title":"'static 수명"},"402":{"body":"Rust의 모든 값에는 참조뿐만 아니라 수명이 있습니다. 특히, 데이터를 소유한 타입(예: Vec 또는 String)은 'static 제약 조건을 충족합니다. 이를 소유하고 있으면 원하는 만큼 계속 작업할 수 있습니다. 원래 생성한 함수가 반환되더라도 말입니다. 따라서 'static을 다음과 같이 해석할 수 있습니다: 나에게 소유권이 있는 값을 주세요 프로그램 전체 기간 동안 유효한 참조를 제공해 주세요 첫 번째 접근 방식은 이전 연습에서 문제를 해결한 방법입니다. 즉, 원래 벡터의 왼쪽과 오른쪽 부분을 유지하기 위해 새 벡터를 할당한 다음 생성된 스레드로 보내 준 것입니다.","breadcrumbs":"Threads » 'static 수명 » ``static'은 (그냥) 참조에 관한 것이 아닙니다","id":"402","title":"``static'은 (그냥) 참조에 관한 것이 아닙니다"},"403":{"body":"프로그램 전체 기간 동안 유효한 참조인 두 번째 케이스에 대해 이야기해 보겠습니다.","breadcrumbs":"Threads » 'static 수명 » 'static 참조","id":"403","title":"'static 참조"},"404":{"body":"가장 일반적인 경우는 문자열 리터럴과 같은 정적 데이터 에 대한 참조입니다: let s: &'static str = \"Hello world!\"; 문자열 리터럴은 컴파일 시점에서 알려져 있기 때문에, Rust는 이들을 실행파일 내부의 읽기 전용 데이터 세그먼트 에 저장합니다. 따라서 그 영역을 가리키는 모든 참조는 프로그램이 실행되는 동안 유효할 것입니다. 이는 'static 조건을 만족시킵니다.","breadcrumbs":"Threads » 'static 수명 » 정적 데이터","id":"404","title":"정적 데이터"},"405":{"body":"The data segment","breadcrumbs":"Threads » 'static 수명 » 읽을거리","id":"405","title":"읽을거리"},"406":{"body":"이 섹션의 예제는 07_threads/02_static 에 있습니다","breadcrumbs":"Threads » 'static 수명 » 예제","id":"406","title":"예제"},"407":{"body":"생성된 스레드에 대한 참조 전달과 관련된 주요 관심사는 use-after-free 버그입니다. 즉, 이미 해제/할당 해제된 메모리 영역에 대한 포인터를 사용하여 데이터에 액세스하는 것입니다. 힙 할당 데이터로 작업하는 경우 Rust에 해당 메모리를 절대 회수하지 않을 것이라고 알려줌으로써 문제를 피할 수 있습니다. 의도적으로 메모리 누수 를 발생시키는겁니다. 예를 들어 Rust의 표준 라이브러리에 있는 Box::leak 메서드를 사용하면 이 작업을 수행할 수 있습니다: // `u32`를 `Box`로 감싸서 힙에 할당합니다.\nlet x = Box::new(41u32);\n// `Box::leak`을 사용하여 해당 힙 할당을 해제하지 않을 것이라고\n// Rust에 알립니다. 따라서 'static 참조를 얻을 수 있습니다.\nlet static_ref: &'static mut u32 = Box::leak(x);","breadcrumbs":"Threads » 메모리 누수 » 데이터 유출","id":"407","title":"데이터 유출"},"408":{"body":"데이터 누출은 위험합니다. 메모리 누출이 계속되면 결국 메모리 부족 오류로 인해 메모리가 부족해지고 크래시가 발생하게됩니다. // 한동안 실행 상태로 놔두면\n// 결국 사용 가능한 메모리를 모두 사용하게 됩니다.\nfn oom_trigger() { loop { let v: Vec<usize> = Vec::with_capacity(1024); Box::leak(v); }\n} 동시에 Box::leak을 통해 유출된 메모리는 완전히 잊혀지지 않습니다. 운영 체제는 각 메모리 영역을 해당 영역을 담당하는 프로세스에 매핑할 수 있습니다. 프로세스가 종료되면 운영 체제는 해당 메모리를 회수합니다. 이 점을 염두에 두고 다음과 같은 경우 메모리 누수가 허용될 수 있습니다: 누수해야 하는 메모리 양이 유한하거나/양을 알고있을 때, 혹은 프로세스의 수명이 짧고 종료되기 전에 사용 가능한 메모리가 모두 소진되지 않을 것이라고 확신할 때 \"OS가 처리하게 하라\"는 사용 사례가 허용하는 경우 완벽하게 유효한 메모리 관리 전략입니다.","breadcrumbs":"Threads » 메모리 누수 » 데이터 유출은 프로세스 스코프에 속합니다","id":"408","title":"데이터 유출은 프로세스 스코프에 속합니다"},"409":{"body":"이 섹션의 예제는 07_threads/03_leak 에 있습니다","breadcrumbs":"Threads » 메모리 누수 » 예제","id":"409","title":"예제"},"41":{"body":"if 표현식의 조건이 불리언이 아닌 경우 컴파일 오류가 발생합니다. 예를 들어 다음 코드는 컴파일되지 않습니다: let number = 3;\nif number { println!(\"`number` is not zero\");\n} 다음과 같은 컴파일 오류가 발생합니다: error[E0308]: mismatched types --> src/main.rs:3:8 |\n3 | if number { | ^^^^^^ expected `bool`, found integer 이는 타입 강제에 관한 Rust의 철학을 따른 것입니다. 즉, 불리언이 아닌 타입에서 불리언으로의 자동 변환은 없습니다. Rust에는 JavaScript나 Python처럼 참 또는 거짓 값이라는 개념이 없습니다. 확인하려는 조건에 대해 명시적으로 설명해야 합니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » 참 혹은 거짓이 아닌 경ㅇ","id":"41","title":"참 혹은 거짓이 아닌 경ㅇ"},"410":{"body":"지금까지 논의한 모든 수명 문제에는 공통된 원인이 있습니다. 즉, 생성된 스레드가 상위 스레드보다 오래 지속될 수 있다는 것입니다. 범위 스레드 를 사용하면 이 문제를 피할 수 있습니다. let v = vec![1, 2, 3];\nlet midpoint = v.len() / 2; std::thread::scope(|scope| { scope.spawn(|| { let first = &v[..midpoint]; println!(\"Here's the first half of v: {first:?}\"); }); scope.spawn(|| { let second = &v[midpoint..]; println!(\"Here's the second half of v: {second:?}\"); });\n}); println!(\"Here's v: {v:?}\"); 무슨 일이 일어나고 있는지 파헤쳐봅시다.","breadcrumbs":"Threads » 범위 스레드 » 범위 스레드","id":"410","title":"범위 스레드"},"411":{"body":"std::thread::scope 함수는 새로운 스코프 를 생성합니다. std::thread::scope는 단일 인수인 Scope 인스턴스와 함께 클로저를 인풋으로 사용합니다.","breadcrumbs":"Threads » 범위 스레드 » scope","id":"411","title":"scope"},"412":{"body":"Scope는 spawn 메서드를 제공합니다. std::thread::spawn과 달리 Scope를 사용하여 생성된 모든 스레드는 범위가 끝나면 자동으로 조인 됩니다. 이전 예제를 std::thread::spawn으로 \"번역\"한다면 다음과 같을 것입니다: let v = vec![1, 2, 3];\nlet midpoint = v.len() / 2; let handle1 = std::thread::spawn(|| { let first = &v[..midpoint]; println!(\"Here's the first half of v: {first:?}\");\n});\nlet handle2 = std::thread::spawn(|| { let second = &v[midpoint..]; println!(\"Here's the second half of v: {second:?}\");\n}); handle1.join().unwrap();\nhandle2.join().unwrap(); println!(\"Here's v: {v:?}\");","breadcrumbs":"Threads » 범위 스레드 » Scoped spawns","id":"412","title":"Scoped spawns"},"413":{"body":"하지만 번역된 예제는 컴파일되지 않습니다. 컴파일러는 수명이 'static이 아니기 때문에 생성된 스레드에서 &v를 사용할 수 없다고 불평합니다. 이는 std::thread::scope에서는 문제가 되지 않습니다. 환경에서 안전하게 빌릴 수 있습니다 . 이 예에서는 v가 생성 지점 앞에 생성됩니다. scope가 반환된 _이후_에만 삭제됩니다. 동시에 scope 내부에 생성된 모든 스레드는 scope가 반환되기 전에 완료가 보장되므로 댕글링 포인터가 생길 위험이 없습니다. 컴파일러는 불평하지 않을 것입니다!","breadcrumbs":"Threads » 범위 스레드 » 환경에서 차용하기","id":"413","title":"환경에서 차용하기"},"414":{"body":"이 섹션의 예제는 07_threads/04_scoped_threads 에 있습니다","breadcrumbs":"Threads » 범위 스레드 » 예제","id":"414","title":"예제"},"415":{"body":"우리가 생성한 모든 스레드는 지금까지 상당히 수명이 짧았습니다. 입력을 받고, 계산을 실행하고, 결과를 반환하고, 종료합니다. 티켓 관리 시스템의 경우 클라이언트-서버 아키텍처라는 다른 작업을 수행하려고 합니다. 우리는 상태, 저장된 티켓 관리를 담당하는 하나의 장기 실행 서버 스레드 를 갖게 됩니다. 그러면 여러 클라이언트 스레드 가 생성됩니다. 각 클라이언트는 상태를 변경(예: 새 티켓 추가)하거나 정보를 검색(예: 티켓 상태 가져오기)하기 위해 상태 저장 스레드에 명령 및 쿼리 를 보낼 수 있습니다. 클라이언트 스레드들은 동시에 실행될겁니다.","breadcrumbs":"Threads » 채널 » 채널","id":"415","title":"채널"},"416":{"body":"지금까지 우리는 부모-자식 커뮤니케이션이 매우 제한적이었습니다: 생성된 스레드는 상위 컨텍스트에서 데이터를 차용/소비했습니다 생성된 스레드는 조인 시 상위 스레드에 데이터를 반환했습니다 클라이언트-서버 설계에는 이것만으로는 충분하지 않습니다. 클라이언트는 서버 스레드가 시작된 후 서버 스레드에 데이터를 보내고 받을 수 있어야 합니다. 채널 을 사용하여 문제를 해결할 수 있습니다.","breadcrumbs":"Threads » 채널 » 커뮤니케이션","id":"416","title":"커뮤니케이션"},"417":{"body":"Rust의 표준 라이브러리는 std::sync::mpsc 모듈에서 다중 생산자, 단일 소비자 (mpsc) 채널을 제공합니다. 채널에는 제한된 채널과 무제한 채널의 두 가지 타입이 있습니다. 지금은 무제한 버전을 고수하겠지만 장단점에 대해서는 나중에 논의하겠습니다. 채널 생성은 다음과 같습니다: use std::sync::mpsc::channel; let (sender, receiver) = channel(); 발신자와 수신자를 얻습니다. 데이터를 채널에 푸시하려면 발신자에서 send를 호출합니다. 채널에서 데이터를 가져오려면 수신기에서 recv를 호출합니다.","breadcrumbs":"Threads » 채널 » 채널","id":"417","title":"채널"},"418":{"body":"Sender는 복제 가능합니다. 여러 개의 발신자를 생성할 수 있으며(예: 각 클라이언트 스레드에 대해 하나씩) 모두 동일한 채널에 데이터를 푸시합니다. 대신 수신기는 복제할 수 없습니다. 특정 채널에 대해 단일 수신기만 있을 수 있습니다. 이것이 mpsc (다중 생산자 단일 소비자)가 의미하는 것입니다!","breadcrumbs":"Threads » 채널 » 여러 발신자","id":"418","title":"여러 발신자"},"419":{"body":"Sender와 Receiver는 모두 타입 매개변수 T로 일반화됩니다. 이것이 바로 우리 채널을 통해 전달될 수 있는 메시지 타입입니다. u64, 구조체, 열거형 등이 될 수 있습니다.","breadcrumbs":"Threads » 채널 » 메시지 타입","id":"419","title":"메시지 타입"},"42":{"body":"if 표현식의 조건을 작성하기 위해 비교 연산자를 사용하는 것은 매우 일반적입니다. 정수로 작업할 때 Rust에서 사용할 수 있는 비교 연산자는 다음과 같습니다: ==: 같음 !=: 같지 않음 <: 미만 >: 초과 <=: 작거나 같음 >=: 크거나 같음","breadcrumbs":"A Basic Calculator » 분기: if/else » 비교 연산자","id":"42","title":"비교 연산자"},"420":{"body":"send와 recv 모두 실패할 수 있습니다. send는 수신자가 삭제된 경우 오류를 반환합니다. 모든 발신자가 삭제되고 채널이 비어 있으면 recv는 오류를 반환합니다. 즉, 사실상 채널이 닫힐 때 send와 recv는 오류를 발생시킵니다.","breadcrumbs":"Threads » 채널 » 에러","id":"420","title":"에러"},"421":{"body":"이 섹션의 예제는 07_threads/05_channels 에 있습니다","breadcrumbs":"Threads » 채널 » 예제","id":"421","title":"예제"},"422":{"body":"Sender의 send 시그니처에 대해 잠시 생각해 봅시다: impl<T> Sender<T> { pub fn send(&self, t: T) -> Result<(), SendError<T>> { // [...] }\n} send는 &self를 인수로 사용합니다. 그러나 이는 분명히 변형을 일으키고 있습니다. 즉, 채널에 새 메시지를 추가하는 것입니다. 더욱 흥미로운 점은 Sender가 복제 가능하다는 것입니다. 서로 다른 스레드에서 동시에 채널 상태를 수정하려고 시도하는 Sender의 여러 인스턴스가 있을 수 있습니다. 이것이 바로 우리가 클라이언트-서버 아키텍처를 구축하는 데 사용하는 핵심 속성입니다. 그런데 왜 이게 가능할까요? 차용에 관한 Rust의 규칙을 위반하지 않나요? 불변 참조를 통해 변형을 일으킬 수 있을까요?","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 내부 가변성(Interior mutability)","id":"422","title":"내부 가변성(Interior mutability)"},"423":{"body":"차용 검사기를 도입했을 때 우리는 Rust에서 가질 수 있는 참조 타입을 두 가지로 명명했습니다: 불변 참조 (&T) 변경 가능한 참조 (&mut T) 이런 이름을 지어주는 것이 더 정확할겁니다: 공유 참조 (&T) 독점 참조 (&mut T) 불변/변경 가능은 대부분의 경우에 작동하는 정신 모델이며 Rust를 시작하기에 좋은 모델입니다. 하지만 방금 본 것처럼 이것이 전부는 아닙니다. &T는 실제로 가리키는 데이터가 불변임을 보장하지 않습니다. 하지만 걱정하지 마십시오. Rust는 여전히 약속을 지키고 있습니다. 단지 용어가 처음에 보이는 것보다 조금 더 미묘하다는 것뿐입니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 불변 참조가 아닌 공유 참조","id":"423","title":"불변 참조가 아닌 공유 참조"},"424":{"body":"타입이 공유 참조를 통해 데이터를 변경할 수 있도록 허용할 때마다 내부 변경 가능성 을 다루고 있는 것입니다. 기본적으로 Rust 컴파일러는 공유 참조가 불변이라고 가정합니다. 해당 가정을 기반으로 코드를 최적화 합니다. 컴파일러는 작업 순서를 변경하고 값을 캐시하며 모든 종류의 마법을 수행하여 코드를 더 빠르게 만들 수 있습니다. 데이터를 UnsafeCell로 래핑하여 \"아니요, 이 공유 참조는 실제로 변경 가능합니다\"라고 컴파일러에 알릴 수 있습니다. 내부 가변성을 허용하는 유형을 볼 때마다 UnsafeCell이 직접적으로든 간접적으로든 관련되어 있음을 확신할 수 있습니다. UnsafeCell, 원시 포인터 및 unsafe 코드를 사용하면 공유 참조를 통해 데이터를 변경할 수 있습니다. 하지만 분명히 해두자면 UnsafeCell은 차용 검사기를 무시할 수 있게 해주는 마술 지팡이가 아닙니다! unsafe 코드에는 여전히 차용 및 별칭에 대한 Rust의 규칙이 적용됩니다. 이는 Rust의 타입 시스템에서 안전성을 직접 표현할 수 없는 안전한 추상화 를 구축하는 데 활용할 수 있는 (고급) 도구입니다. unsafe 키워드를 사용할 때마다 컴파일러에게 다음과 같이 말하는 것입니다. \"나는 내가 무엇을 하는지 알고 있습니다. 나는 당신의 불변성을 위반하지 않을 것입니다. 나를 믿으십시오.\" unsafe 함수를 호출할 때마다 안전 전제 조건 을 설명하는 문서가 있을겁니다. 어떤 상황에서 unsafe 블록을 실행하는 것이 안전한지 설명합니다. std 문서에서 UnsafeCell에 대한 내용을 찾을 수 있습니다. 이 과정에서는 UnsafeCell을 직접 사용하지 않을 것이며 unsafe 코드를 작성하지도 않을 것입니다. 하지만 그것이 존재하는지, 그것이 왜 존재하는지, 그리고 그것이 Rust에서 매일 사용하는 타입과 어떻게 관련되는지를 아는 것이 중요합니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » UnsafeCell","id":"424","title":"UnsafeCell"},"425":{"body":"내부 가변성을 활용하는 몇 가지 중요한 std 타입을 살펴보겠습니다. 이는 Rust 코드에서 다소 자주 접하게 될 유형입니다. 특히 사용하는 일부 라이브러리의 내부를 들여다보면 더욱 그렇습니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 주요 사례","id":"425","title":"주요 사례"},"426":{"body":"Rc는 참조 카운트 포인터입니다. 이는 값을 둘러싸며 해당 값에 대한 참조 수를 추적합니다. 마지막 참조가 삭제되면 값의 할당이 취소됩니다. Rc에 포함된 값은 변경할 수 없습니다: 값에 대한 공유 참조만 얻을 수 있습니다. use std::rc::Rc; let a: Rc<String> = Rc::new(\"My string\".to_string());\n// 문자열 데이터에 대한 참조는 하나만 존재합니다.\nassert_eq!(Rc::strong_count(&a), 1); // `clone`을 호출하면 문자열 데이터가 복사되지 않습니다!\n// 대신 `Rc`에 대한 참조 횟수가 증가합니다.\nlet b = Rc::clone(&a);\nassert_eq!(Rc::strong_count(&a), 2);\nassert_eq!(Rc::strong_count(&b), 2);\n// ^ `a`와 `b`는 모두 동일한 문자열 데이터를 가리키며\n// 동일한 참조 카운터를 공유합니다. Rc는 내부적으로 UnsafeCell을 사용하여 공유 참조가 참조 카운트를 늘리거나 줄일 수 있도록 합니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 참조 카운팅","id":"426","title":"참조 카운팅"},"427":{"body":"RefCell은 Rust의 내부 가변성의 가장 일반적인 예 중 하나입니다. RefCell 자체에 대한 불변 참조만 있는 경우에도 RefCell에 래핑된 값을 변경할 수 있습니다. 이는 런타임 차용 검사 를 통해 수행됩니다. RefCell은 런타임에 포함된 값에 대한 참조 수(및 타입)를 추적합니다. 이미 불변적으로 빌린 값을 변경 가능하게 빌리려고 하면 프로그램은 패닉 상태가 되어 Rust의 차용 규칙이 항상 시행되도록 합니다. use std::cell::RefCell; let x = RefCell::new(42); let y = x.borrow(); // 불변 차용\nlet z = x.borrow_mut(); // 패닉! 이미 불변 차용이 존재합니다.","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » RefCell","id":"427","title":"RefCell"},"428":{"body":"이 섹션의 예제는 07_threads/06_interior_mutability 에 있습니다","breadcrumbs":"Threads » 내부 가변성(Interior mutability) » 예제","id":"428","title":"예제"},"429":{"body":"현재 클라이언트-서버 구현에서 통신은 클라이언트에서 서버로 한 방향으로 흐릅니다. 클라이언트는 서버가 메시지를 받았는지, 성공적으로 실행했는지, 실패했는지 알 수 없습니다. 그것은 이상적이지 않습니다. 이 문제를 해결하기 위해 양방향 통신 시스템을 도입할 수 있습니다.","breadcrumbs":"Threads » Ack 패턴 » 양방향 통신","id":"429","title":"양방향 통신"},"43":{"body":"Rust에서 if 표현식은 명령문이 아닌 표현식 입니다. 즉, 값을 반환합니다. 해당 값은 변수에 할당되거나 다른 표현식에 사용될 수 있습니다. 예시: let number = 3;\nlet message = if number < 5 { \"smaller than 5\"\n} else { \"greater than or equal to 5\"\n}; 위의 예에서 if의 각 분기는 문자열 리터럴로 평가된 다음 message 변수에 할당됩니다. 유일한 요구 사항은 두 if 분기가 동일한 타입을 반환한다는 것입니다.","breadcrumbs":"A Basic Calculator » 분기: if/else » if/else는 표현식입니다","id":"43","title":"if/else는 표현식입니다"},"430":{"body":"서버가 클라이언트에 응답을 다시 보낼 수 있는 방법이 필요합니다. 이를 수행하는 방법은 다양하지만 가장 간단한 옵션은 클라이언트가 서버에 보내는 메시지에 Sender 채널을 포함시키는 것입니다. 메시지를 처리한 후 서버는 이 채널을 사용하여 클라이언트에 응답을 다시 보낼 수 있습니다. 이는 메시지 전달 기본 요소를 기반으로 구축된 Rust 애플리케이션에서 상당히 일반적인 패턴입니다.","breadcrumbs":"Threads » Ack 패턴 » 응답 채널","id":"430","title":"응답 채널"},"431":{"body":"이 섹션의 예제는 07_threads/07_ack 에 있습니다","breadcrumbs":"Threads » Ack 패턴 » 예제","id":"431","title":"예제"},"432":{"body":"클라이언트 측의 모든 상호 작용은 상당히 낮은 수준이었습니다. 수동으로 응답 채널을 만들고, 명령을 빌드하고, 이를 서버로 보낸 다음 응답 채널에서 recv를 호출하여 응답을 받아야 합니다. 이것은 추상화할 수 있는 많은 상용구 코드이며 이것이 바로 우리가 이 예제에서 수행할 작업입니다.","breadcrumbs":"Threads » 클라이언트 » 전용 클라이언트 타입","id":"432","title":"전용 클라이언트 타입"},"433":{"body":"이 섹션의 예제는 07_threads/08_client 에 있습니다","breadcrumbs":"Threads » 클라이언트 » 예제","id":"433","title":"예제"},"434":{"body":"지금까지 우리는 무제한 채널을 사용해 왔습니다. 원하는 만큼 많은 메시지를 보낼 수 있으며 채널은 메시지를 수용할 수 있도록 커집니다. 다중 생산자 단일 소비자 시나리오에서 이는 문제가 될 수 있습니다. 생산자가 소비자가 처리할 수 있는 것보다 더 빠른 속도로 메시지를 대기열에 넣으면 채널이 계속 성장하여 잠재적으로 사용 가능한 모든 메모리를 소비하게 됩니다. 우리의 권장 사항은 프로덕션 시스템에서 무제한 채널을 절대로 사용하지 않는 것입니다. 바운드 채널 을 사용하여 대기열에 추가할 수 있는 메시지 수에 대한 상한을 항상 적용해야 합니다.","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 제한된 채널과 무제한 채널","id":"434","title":"제한된 채널과 무제한 채널"},"435":{"body":"제한된 채널에는 고정된 용량이 있습니다. 0보다 큰 용량으로 sync_channel을 호출하여 채널을 생성할 수 있습니다: use std::sync::mpsc::sync_channel; let (sender, receiver) = sync_channel(10); receiver는 이전과 동일한 타입인 Receiver<T>를 갖습니다. 대신 sender는 SyncSender<T>의 인스턴스입니다.","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 제한 채널(Bounded channels)","id":"435","title":"제한 채널(Bounded channels)"},"436":{"body":"SyncSender를 통해 메시지를 보내는 방법에는 두 가지가 있습니다: send: 채널에 공간이 있으면 메시지를 대기열에 추가하고 Ok(())를 반환합니다. 채널이 가득 차면 사용 가능한 공간이 생길 때까지 차단하고 기다립니다. try_send: 채널에 공간이 있으면 메시지를 대기열에 추가하고 Ok(())를 반환합니다. 채널이 꽉 차면 Err(TrySendError::Full(value))를 반환합니다. 여기서 value는 전송할 수 없는 메시지입니다. 케이스에 따라 둘 중 하나를 골라 사용하면 됩니다.","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 메시지 보내기","id":"436","title":"메시지 보내기"},"437":{"body":"제한된 채널을 사용하는 주요 이점은 배압 형태를 제공한다는 것입니다. 소비자가 따라잡을 수 없으면 생산자가 속도를 늦추도록 강요합니다. 그런 다음 배압이 시스템을 통해 전파되어 잠재적으로 전체 아키텍처에 영향을 미치고 최종 사용자가 요청으로 시스템을 압박하는 것을 방지할 수 있습니다.","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 배압","id":"437","title":"배압"},"438":{"body":"이 섹션의 예제는 07_threads/09_bounded 에 있습니다","breadcrumbs":"Threads » 제한 채널(Bounded channels) » 예제","id":"438","title":"예제"},"439":{"body":"지금까지 우리는 삽입 및 검색 작업만 구현했습니다. 업데이트 작업을 제공하기 위해 시스템을 어떻게 확장할 수 있는지 살펴보겠습니다.","breadcrumbs":"Threads » 패치 » 업데이트 작업","id":"439","title":"업데이트 작업"},"44":{"body":"이 섹션의 예제는 02_basic_calculator/03_if_else 에 있습니다","breadcrumbs":"A Basic Calculator » 분기: if/else » 예제","id":"44","title":"예제"},"440":{"body":"스레드되지 않은 시스템 버전에서는 업데이트가 매우 간단했습니다. TicketStore는 호출자가 티켓에 대한 변경 가능한 참조를 얻은 다음 이를 수정할 수 있도록 하는 get_mut 메서드를 제공했습니다.","breadcrumbs":"Threads » 패치 » 레거시 업데이트","id":"440","title":"레거시 업데이트"},"441":{"body":"변경 가능한 참조를 채널을 통해 전송해야 하기 때문에 현재 멀티 스레드 버전에서는 동일한 전략이 작동하지 않습니다. 차용 검사기는 &mut Ticket이 SyncSender::send의 'static 수명 요구 사항을 충족하지 않기 때문에 우리를 막을 것입니다. 이 제한 사항을 해결하는 방법에는 몇 가지가 있습니다. 다음 연습에서는 그 중 몇 가지를 살펴보겠습니다.","breadcrumbs":"Threads » 패치 » 멀티스레드 업데이트","id":"441","title":"멀티스레드 업데이트"},"442":{"body":"채널을 통해 &mut Ticket을 보낼 수 없으므로 클라이언트 측에서 변경할 수 없습니다. 서버 측에서 변경할 순 없을까요? 변경해야 할 사항을 서버에 알리면 가능합니다. 즉, 서버에 패치 를 보내는 경우: struct TicketPatch { id: TicketId, title: Option<TicketTitle>, description: Option<TicketDescription>, status: Option<TicketStatus>,\n} id 필드는 업데이트해야 하는 티켓을 식별하는 데 필요하므로 필수입니다. 다른 모든 필드는 선택사항입니다: 필드가 None인 경우 해당 필드를 변경해서는 안 된다는 의미입니다. 필드가 Some(value)인 경우 해당 필드가 value로 변경되어야 함을 의미합니다.","breadcrumbs":"Threads » 패치 » 패치","id":"442","title":"패치"},"443":{"body":"이 섹션의 예제는 07_threads/10_patch 에 있습니다","breadcrumbs":"Threads » 패치 » 예제","id":"443","title":"예제"},"444":{"body":"방금 구현한 패치 전략에는 큰 단점이 있습니다. 바로 경쟁 조건이 발생할 수 있다는 것입니다. 두 클라이언트가 거의 동시에 동일한 티켓에 대한 패치를 보내는 경우 서버는 이를 임의의 순서로 적용합니다. 패치를 마지막으로 대기열에 추가하는 사람은 다른 클라이언트의 변경 사항을 덮어쓰게 됩니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » Locks, Send 그리고 Arc","id":"444","title":"Locks, Send 그리고 Arc"},"445":{"body":"버전 번호 를 사용하여 이 문제를 해결할 수 있습니다. 각 티켓에는 생성 시 0으로 설정된 버전 번호가 할당됩니다. 클라이언트가 패치를 보낼 때마다 원하는 변경 사항과 함께 티켓의 현재 버전 번호를 포함해야 합니다. 서버는 버전 번호가 저장된 버전 번호와 일치하는 경우에만 패치를 적용합니다. 위에 설명된 시나리오에서 서버는 두 번째 패치를 거부합니다. 버전 번호가 첫 번째 패치에 의해 증가되어 두 번째 클라이언트가 보낸 버전 번호와 일치하지 않기 때문입니다. 이 접근 방식은 분산 시스템(예: 클라이언트와 서버가 메모리를 공유하지 않는 경우)에서 매우 일반적이며 낙관적 동시성 제어 라고 알려져 있습니다. 대부분의 경우 충돌이 발생하지 않으므로 일반적인 경우에 맞게 최적화할 수 있다는 아이디어입니다. 당신은 원한다면 보너스 연습으로 이 전략을 스스로 구현할 수 있을 만큼 Rust에 대해 충분히 알고 있습니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 버전 번호","id":"445","title":"버전 번호"},"446":{"body":"잠금 을 도입하여 경쟁 조건을 수정할 수도 있습니다. 클라이언트가 티켓을 업데이트하려고 할 때마다 먼저 티켓에 대한 잠금을 획득해야 합니다. 잠금이 활성화되어 있는 동안에는 다른 클라이언트가 티켓을 수정할 수 없습니다. Rust의 표준 라이브러리는 Mutex<T>와 RwLock<T>라는 두 가지 잠금 기본 요소를 제공합니다. Mutex<T>부터 시작해 보겠습니다. 이는 mut ual ex clusion(상호 배제)을 의미하며 가장 간단한 종류의 잠금입니다. 읽기용이든 쓰기용이든 관계없이 하나의 스레드만 데이터에 액세스할 수 있도록 허용합니다. Mutex<T>는 보호하는 데이터를 래핑하므로 데이터 타입으로 일반화됩니다. 데이터에 직접 액세스할 수는 없습니다. 타입 시스템은 Mutex::lock 또는 Mutex::try_lock을 사용하여 먼저 잠금을 획득하도록 강제합니다. 전자는 잠금을 획득할 때까지 차단하고 후자는 잠금을 획득할 수 없는 경우 오류와 함께 즉시 반환합니다. 두 메서드 모두 데이터를 역참조하는 가드 개체를 반환하므로 데이터를 수정할 수 있습니다. 가드를 삭제하면 잠금이 해제됩니다. use std::sync::Mutex; // 뮤텍스 잠금으로 보호되는 정수\nlet lock = Mutex::new(0); // 뮤텍스에 대한 잠금을 획득합니다\nlet mut guard = lock.lock().unwrap(); // `Deref` 구현을 활용하여 가드를\n// 통해 데이터를 수정합니다\n*guard += 1; // `data`가 스코프를 벗어날 때 잠금이 해제됩니다\n// 이는 가드를 삭제하여 명시적으로 수행할 수도 있고\n// 가드가 스코프를 벗어날 때 암시적으로 발생할 수 있습니다\ndrop(guard)","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 잠금","id":"446","title":"잠금"},"447":{"body":"Mutex는 무엇을 감싸야 할까요? 가장 간단한 옵션은 전체 TicketStore를 하나의 Mutex로 묶는 것입니다. 이는 작동하지만 시스템 성능을 심각하게 제한합니다. 모든 읽기는 잠금이 해제될 때까지 기다려야 하기 때문에 티켓을 병렬로 읽을 수 없습니다. 이를 대략적인 잠금 이라고 합니다. 각 티켓이 자체 잠금으로 보호되는 세밀한 잠금 을 사용하는 것이 더 좋습니다. 이렇게 하면 클라이언트는 동일한 티켓에 액세스하려고 시도하지 않는 한 티켓 작업을 계속해서 병렬로 수행할 수 있습니다. // 각 티켓에 대한 잠금 장치가 있는 새로운 구조\nstruct TicketStore { tickets: BTreeMap<TicketId, Mutex<Ticket>>,\n} 이 접근 방식은 더 효율적이지만 단점도 있습니다: TicketStore가 시스템의 멀티스레드 특성을 인지 해야 합니다. 지금까지 TicketStore는 스레드의 존재를 신경 쓰지 않고 있었습니다. 일단 한번 해봅시다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 잠금 세분성","id":"447","title":"잠금 세분성"},"448":{"body":"전체 체계가 작동하려면 티켓을 수정하려는 클라이언트에 잠금을 전달해야 합니다. 그런 다음 클라이언트는 티켓을 직접 수정하고(&mut 티켓이 있는 것처럼) 작업이 완료되면 잠금을 해제할 수 있습니다. 이것은 약간 까다롭습니다. Mutex는 Clone이 아니고 TicketStore 밖으로 이동할 수 없기 때문에 채널을 통해 Mutex<Ticket>을 보낼 수 없습니다. 대신 MutexGuard를 보낼 수 있나요? 작은 예를 통해 아이디어를 테스트해 보겠습니다: use std::thread::spawn;\nuse std::sync::Mutex;\nuse std::sync::mpsc::sync_channel; fn main() { let lock = Mutex::new(0); let (sender, receiver) = sync_channel(1); let guard = lock.lock().unwrap(); spawn(move || { receiver.recv().unwrap();; }); // 채널을 통해 가드를 // 다른 스레드로 보내려고 합니다 sender.send(guard);\n} 컴파일러는 이 코드에 만족하지 않습니다: error[E0277]: `MutexGuard<'_, i32>` cannot be sent between threads safely --> src/main.rs:10:7 |\n10 | spawn(move || { | _-----_^ | | | | | required by a bound introduced by this call\n11 | | receiver.recv().unwrap();;\n12 | | }); | |_^ `MutexGuard<'_, i32>` cannot be sent between threads safely | = help: the trait `Send` is not implemented for `MutexGuard<'_, i32>`, which is required by `{closure@src/main.rs:10:7: 10:14}: Send` = note: required for `std::sync::mpsc::Receiver<MutexGuard<'_, i32>>` to implement `Send`\nnote: required because it's used within this closure MutexGuard<'_, i32>는 Send가 아니랍니다. 무슨 뜻일까요?","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 누가 lock을 걸고있나요?","id":"448","title":"누가 lock을 걸고있나요?"},"449":{"body":"Send는 타입이 한 스레드에서 다른 스레드로 안전하게 전송될 수 있음을 나타내는 마커 트레잇입니다. Send는 Sized처럼 자동 트레잇이기도 합니다. 컴파일러가 타입의 정의를 기반으로 자동으로 구현하거나 구현하지 않기도 합니다. Send를 직접 구현할 수도 있지만, 이 경우 unsafe가 필요합니다. 이는 컴파일러가 자동으로 확인할 수 없는 이유로 타입이 스레드 간에 안전하게 전송될 수 있음을 보장해야 하기 때문입니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » Send","id":"449","title":"Send"},"45":{"body":"\"변수\" 섹션 에 작성한 speed 함수로 돌아가 보겠습니다. 아마도 다음과 같았을 것입니다: fn speed(start: u32, end: u32, time_elapsed: u32) -> u32 { let distance = end - start; distance / time_elapsed\n} 예리한 눈을 갖고 계시다면 한 가지 문제를 발견하셨을 것입니다 [1] : time_elapsed가 0이면 어떻게 될까요? Rust playground에서 해 볼 수 있습니다! 프로그램은 다음 오류 메시지와 함께 종료됩니다: thread 'main' panicked at src/main.rs:3:5:\nattempt to divide by zero 이를 패닉 이라고 합니다. 패닉은 무언가 잘못되어 프로그램이 계속 실행될 수 없음을 알리는 Rust의 방법입니다. 이는 복구할 수 없는 오류 [2] 입니다. 0으로 나누는 것은 이러한 오류로 분류됩니다.","breadcrumbs":"A Basic Calculator » 패닉 » 패닉","id":"45","title":"패닉"},"450":{"body":"Sender<T>, SyncSender<T> 및 Receiver<T>는 T가 Send인 경우에만 Send입니다. 스레드 간에 값을 보내는 데 사용되며, 값 자체가 Send가 아닌 경우 스레드 간에 전송하는 것이 안전하지 않기 때문입니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 채널 요구 사항","id":"450","title":"채널 요구 사항"},"451":{"body":"MutexGuard는 Mutex가 잠금을 구현하는 데 사용하는 기본 운영 체제 프리미티브가 (일부 플랫폼에서) 잠금을 획득한 동일한 스레드에 의해 잠금을 해제해야 하기 때문에 Send가 아닙니다. 다른 스레드에 MutexGuard를 보내면 다른 스레드에 의해 잠금이 해제되어 정의되지 않은 동작이 발생하게 됩니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » MutexGuard","id":"451","title":"MutexGuard"},"452":{"body":"요약하면 다음과 같습니다: 채널을 통해 MutexGuard를 보낼 수 없습니다. 따라서 서버 측을 잠근 다음 클라이언트 측에서 티켓을 수정할 수 없습니다. 보호하는 데이터가 Send인 한 Send이기 때문에 채널을 통해 Mutex를 보낼 수 있습니다. 이는 Ticket의 경우입니다. 동시에 TicketStore에서 Mutex를 이동하거나 복제할 수 없습니다. 이 수수께끼를 어떻게 해결할 수 있을까요? 우리는 다른 각도에서 문제를 볼 필요가 있습니다. Mutex를 잠글 때 값을 소유 할 필요가 없습니다. Mutex는 내부 가변성을 사용하므로 공유 참조로 충분합니다: impl<T> Mutex<T> { // `self`가 아니라 `&self`! pub fn lock(&self) -> LockResult<MutexGuard<'_, T>> { // 세부 구현 }\n} 따라서 클라이언트에 공유 참조를 보내는 것으로 충분합니다. 하지만 참조는 'static이어야 하는데 그렇지 않기 때문에 직접적으로 그렇게 할 수는 없습니다. 어떤 면에서는 \"소유된 공유 참조\"가 필요합니다. Rust에는 Arc라는 우리 목적에 맞는 타입이 있습니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 도전과제","id":"452","title":"도전과제"},"453":{"body":"Arc는 원자 참조 카운팅 을 의미합니다. Arc는 값을 감싸고 해당 값에 대한 참조가 얼마나 많이 존재하는지 추적합니다. 마지막 참조가 삭제되면 값의 할당이 취소됩니다. Arc에 포함된 값은 변경할 수 없습니다. 이에 대한 공유 참조만 얻을 수 있습니다. use std::sync::Arc; let data: Arc<u32> = Arc::new(0);\nlet data_clone = Arc::clone(&data); // `Arc<T>`는 `Deref<T>`를 구현하므로\n// deref coercion을 사용하여 `&Arc<T>`를 `&T`로 변환할 수 있습니다\nlet data_ref: &u32 = &data; 데자뷰를 겪고 계시다면 맞습니다. Arc는 내부 가변성에 대해 이야기할 때 소개한 참조 카운트 포인터인 Rc와 매우 유사해 보입니다. 차이점은 스레드 안전성입니다. Rc는 Send가 아니지만 Arc는 그렇습니다. 이는 참조 카운트가 구현되는 방식으로 요약됩니다. Rc는 \"일반\" 정수를 사용하는 반면, Arc는 스레드 간에 안전하게 공유되고 수정될 수 있는 원자 정수를 사용합니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 우리를 구원해줄 Arc","id":"453","title":"우리를 구원해줄 Arc"},"454":{"body":"Arc와 Mutex를 쌍으로 사용하면 마침내 다음과 같은 타입을 얻게 됩니다: 다음과 같은 이유로 스레드 간에 전송될 수 있습니다: T가 Send이면 Arc는 Send이고 T가 Send이면 Mutex는 Send입니다. T는 Ticket, 즉 Send입니다. T가 무엇이든 Arc는 Clone이기 때문에 복제될 수 있습니다. Arc를 복제하면 참조 카운트가 증가하지만 데이터는 복사되지 않습니다. Arc를 사용하면 잠금을 획득하는 데 사용할 수 있는 Mutex<T>에 대한 공유 참조를 얻을 수 있으므로 래핑된 데이터를 수정하는 데 사용할 수 있습니다. 우리는 티켓 스토어의 잠금 전략을 구현하는 데 필요한 모든 요소를 갖추고 있습니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » Arc<Mutex<T>>","id":"454","title":"Arc<Mutex<T>>"},"455":{"body":"이 과정에서는 원자 연산에 대한 세부 사항을 다루지 않지만 std 문서 와 \"Rust atomics and locks\" book 책에서 더 많은 정보를 찾을 수 있습니다.","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 읽을거리","id":"455","title":"읽을거리"},"456":{"body":"이 섹션의 예제는 07_threads/11_locks 에 있습니다","breadcrumbs":"Threads » Mutex, Send 그리고 Arc » 예제","id":"456","title":"예제"},"457":{"body":"새로운 TicketStore는 작동하지만 읽기 성능은 좋지 않습니다. Mutex<T>는 리더와 라이터를 구별하지 않기 때문에 특정 티켓을 한 번에 하나의 클라이언트만 읽을 수 있습니다. 다른 잠금 기본 요소인 RwLock<T>를 사용하여 문제를 해결할 수 있습니다. RwLock<T>는 읽기-쓰기 잠금 을 나타냅니다. 여러 리더 가 동시에 데이터에 액세스할 수 있지만 한 번에 한 명의 라이터만 액세스할 수 있습니다. RwLock<T>에는 잠금을 획득하는 두 가지 방법, 읽기와 쓰기가 있습니다. read는 데이터를 읽을 수 있는 가드를 반환하고, write는 데이터를 수정할 수 있는 가드를 반환합니다. use std::sync::RwLock; // 읽기-쓰기 잠금으로 보호되는 정수\nlet lock = RwLock::new(0); // RwLock에 대한 읽기 잠금을 획득합니다\nlet guard1 = lock.read().unwrap(); // 첫 번째 읽기 잠금이 아직 활성화되어 있는 동안\n// **두 번째** 읽기 잠금을 획득합니다\nlet guard2 = lock.read().unwrap();","breadcrumbs":"Threads » RwLock » Readers와 writers","id":"457","title":"Readers와 writers"},"458":{"body":"표면적으로 RwLock<T>는 당연한 것처럼 보입니다. 이는 Mutex<T> 기능의 상위 집합을 제공합니다. RwLock<T>를 사용할 수 있는데 왜 Mutex<T>를 사용할까요? 두 가지 주요 이유가 있습니다: RwLock<T>을 잠그는 것은 Mutex<T>를 잠그는 것보다 비용이 더 많이 듭니다. 이는 RwLock<T>이 활성 판독기와 기록기의 수를 추적해야 하는 반면 Mutex<T>는 잠금이 유지되는지 여부만 추적하면 되기 때문입니다. 이 성능 오버헤드는 작성기보다 판독기가 더 많은 경우 문제가 되지 않지만 작업 부하가 쓰기가 많은 경우 Mutex<T>가 더 나은 선택일 수 있습니다. RwLock<T>는 작성기 기아 를 유발할 수 있습니다. 잠금을 획득하기 위해 대기하는 판독기가 항상 있는 경우 작성자는 실행할 기회를 얻지 못할 수도 있습니다. RwLock<T>는 판독기와 기록기에게 잠금에 대한 액세스 권한이 부여되는 순서에 대해 어떠한 보장도 제공하지 않습니다. 이는 기본 OS에서 구현하는 정책에 따라 달라지며, 이는 작성자에게 공평하지 않을 수 있습니다. 우리의 경우 작업량이 읽기 중심일 것으로 예상할 수 있으므로(대부분의 클라이언트는 티켓을 수정하지 않고 읽기 때문에) RwLock<T>을 선택하는 것이 좋습니다.","breadcrumbs":"Threads » RwLock » 장단점","id":"458","title":"장단점"},"459":{"body":"이 섹션의 예제는 07_threads/12_rw_lock 에 있습니다","breadcrumbs":"Threads » RwLock » 예제","id":"459","title":"예제"},"46":{"body":"panic! 매크로 [3] 를 호출하여 의도적으로 패닉을 유발할 수 있습니다: fn main() { panic!(\"This is a panic!\"); // 아래 줄은 절대 실행되지 않습니다 let x = 1 + 2;\n} Rust에는 복구 가능한 오류를 처리하는 다른 메커니즘이 있는데, 이에 대해서는 나중에 다루겠습니다 . 당분간 우리는 무식하지만 간단한 임시방편으로 패닉을 고수할 것입니다.","breadcrumbs":"A Basic Calculator » 패닉 » panic! 매크로","id":"46","title":"panic! 매크로"},"460":{"body":"잠시 우리가 겪어온 여정을 되돌아보겠습니다.","breadcrumbs":"Threads » 채널 없이 » 디자인 리뷰","id":"460","title":"디자인 리뷰"},"461":{"body":"사용된 멀티스레드 티켓 저장소의 첫 번째 구현은 다음과 같습니다: 공유 상태를 유지하기 위한 단일 수명이 긴 스레드(서버) 여러 클라이언트가 자체 스레드의 채널을 통해 요청을 보냅니다. 서버가 상태를 수정하는 유일한 서버였으므로 상태 잠금이 필요하지 않았습니다. 그 이유는 \"받은 편지함\" 채널이 들어오는 요청을 자연스럽게 직렬화 했기 때문입니다. 서버는 요청을 하나씩 처리합니다. 패치 동작과 관련하여 이 접근 방식의 한계에 대해 이미 논의했지만 원래 설계의 성능 영향에 대해서는 논의하지 않았습니다. 서버는 읽기를 포함하여 한 번에 하나의 요청만 처리할 수 있었습니다.","breadcrumbs":"Threads » 채널 없이 » 채널 직렬화를 통한 잠금 없음","id":"461","title":"채널 직렬화를 통한 잠금 없음"},"462":{"body":"그런 다음 각 티켓이 자체 잠금으로 보호되고 클라이언트가 티켓을 읽을지 또는 원자적으로 수정할지 여부를 독립적으로 결정하여 적절한 잠금을 획득할 수 있는 보다 정교한 디자인으로 전환했습니다. 이 디자인은 더 나은 병렬 처리를 허용하지만(즉, 여러 클라이언트가 동시에 티켓을 읽을 수 있음) 기본적으로는 여전히 직렬 입니다. 즉, 서버가 명령을 하나씩 처리합니다. 특히 클라이언트에게 하나씩 잠금을 전달합니다. 채널을 완전히 제거하고 클라이언트가 액세스를 동기화하기 위해 잠금에만 의존하여 TicketStore에 직접 액세스할 수 있도록 허용할 수 있습니까?","breadcrumbs":"Threads » 채널 없이 » 세분화된 잠금","id":"462","title":"세분화된 잠금"},"463":{"body":"해결해야 할 두 가지 문제가 있습니다: 스레드 간에 TicketStore 공유 스토어에 대한 액세스 동기화","breadcrumbs":"Threads » 채널 없이 » 채널 삭제","id":"463","title":"채널 삭제"},"464":{"body":"우리는 모든 스레드가 동일한 상태를 참조하기를 원합니다. 그렇지 않으면 실제로는 멀티스레드 시스템이 아닙니다. 단지 여러 단일 스레드 시스템을 병렬로 실행하는 것뿐입니다. 스레드 간에 잠금을 공유하려고 할 때 이미 이 문제에 직면했습니다. Arc를 사용하면 됩니다.","breadcrumbs":"Threads » 채널 없이 » 스레드 간에 TicketStore 공유","id":"464","title":"스레드 간에 TicketStore 공유"},"465":{"body":"채널에서 제공하는 직렬화 덕분에 여전히 잠금이 해제된 상호 작용이 하나 있습니다. 바로 매장에서 티켓을 삽입(또는 제거)하는 것입니다. 채널을 제거하는 경우 TicketStore 자체에 대한 액세스를 동기화하기 위해 (또 다른) 잠금이 필요합니다. Mutex를 사용하는 경우 각 티켓에 추가 RwLock을 사용하는 것은 의미가 없습니다. Mutex는 이미 전체 매장에 대한 액세스를 직렬화하므로 어쨌든 티켓을 병렬로 읽을 수 없습니다. . 대신 RwLock을 사용하면 티켓을 병렬로 읽을 수 있습니다. 티켓을 삽입하거나 제거하는 동안 모든 읽기를 일시 중지하면 됩니다. 이 접근 방식을 따라가봅시다.","breadcrumbs":"Threads » 채널 없이 » 스토어에 대한 액세스 동기화","id":"465","title":"스토어에 대한 액세스 동기화"},"466":{"body":"이 섹션의 예제는 07_threads/13_without_channels 에 있습니다","breadcrumbs":"Threads » 채널 없이 » 예제","id":"466","title":"예제"},"467":{"body":"이 장을 마무리하기 전에 Rust 표준 라이브러리의 또 다른 핵심 트레잇인 Sync에 대해 이야기해 보겠습니다. Sync는 Send와 마찬가지로 오토 트레잇입니다. 스레드 간에 안전하게 공유 할 수 있는 모든 타입에 대해 자동으로 구현됩니다. 즉, T: Sync는 &T가 Send임을 의미합니다.","breadcrumbs":"Threads » Sync 트레잇 » Sync","id":"467","title":"Sync"},"468":{"body":"Sync는 Send를 의미하지 않는다는 점에 유의하는 것이 중요합니다. 예를 들어 MutexGuard는 Send가 아니지만 Sync입니다. 잠금을 획득한 동일한 스레드에서 잠금을 해제해야 하기 때문에 Send가 아닙니다. 따라서 MutexGuard가 다른 스레드에서 삭제되는 것을 원하지 않습니다. 그러나 다른 스레드에 &MutexGuard를 제공해도 잠금이 해제되는 위치에는 영향을 미치지 않기 때문에 이는 Sync입니다.","breadcrumbs":"Threads » Sync 트레잇 » Sync는 Send를 뜻하는게 아닙니다","id":"468","title":"Sync는 Send를 뜻하는게 아닙니다"},"469":{"body":"그 반대도 마찬가지입니다. Send는 Sync를 뜻하지 않습니다. 예를 들어 RefCell<T>는 Send(T가 Send인 경우)이지만 Sync는 아닙니다. RefCell<T>는 런타임 차용 검사를 수행하지만 차용을 추적하는 데 사용하는 카운터는 스레드로부터 안전하지 않습니다. 따라서 &RefCell을 보유하는 여러 스레드가 있으면 데이터 경쟁이 발생하고 잠재적으로 여러 스레드가 동일한 데이터에 대한 변경 가능한 참조를 얻게 됩니다. 따라서 RefCell은 Sync가 아닙니다. 대신 Send 맞습니다. 왜냐하면 RefCell을 다른 스레드로 보낼 때 포함된 데이터에 대한 참조를 남기지 않고 동시에 변경 가능한 액세스가 발생할 위험이 없기 때문입니다.","breadcrumbs":"Threads » Sync 트레잇 » Send는 Sync를 뜻하지 않습니다","id":"469","title":"Send는 Sync를 뜻하지 않습니다"},"47":{"body":"panic! 매크로 문서 우리가 곧 다루게 될 speed 와 관련된 또 다른 문제가 있습니다. 발견하셨나요? 패닉을 catch 시도할 수 있지만 이는 매우 특정한 상황에서의 최후의 수단으로 시도해야합니다. 뒤에 !가 오면 매크로 호출입니다. 지금은 매크로를 양념 함수로 생각하세요. 이 코스의 뒷부분에서 이에 대해 더 자세히 다루겠습니다.","breadcrumbs":"A Basic Calculator » 패닉 » 읽을거리","id":"47","title":"읽을거리"},"470":{"body":"이 섹션의 예제는 07_threads/14_sync 에 있습니다","breadcrumbs":"Threads » Sync 트레잇 » 예제","id":"470","title":"예제"},"471":{"body":"스레드가 Rust에서 동시성 프로그램을 작성하는 유일한 방법은 아닙니다. 이번 장에서는 비동기 프로그래밍 이라는 또 다른 접근 방식을 살펴보겠습니다. 특히 다음 내용을 소개하게 됩니다: 비동기 코드를 쉽게 작성하기 위한 async/.await 키워드 아직 완료되지 않은 계산을 나타내는 Future 트레잇 비동기 코드 실행을 위한 가장 인기 있는 런타임인 tokio Rust 비동기 모델의 협력적 특성과 이것이 코드에 미치는 영향","breadcrumbs":"Futures » 비동기 러스트","id":"471","title":"비동기 러스트"},"472":{"body":"이 섹션의 예제는 08_futures/00_intro 에 있습니다","breadcrumbs":"Futures » 예제","id":"472","title":"예제"},"473":{"body":"지금까지 작성한 모든 함수와 메소드는 열망적이었습니다. 당신이 그들을 호출할 때까지 아무 일도 일어나지 않았습니다. 하지만 한 번 수행하면 완료될 때까지 달렸습니다. 모든 작업을 수행한 다음 출력물을 반환했습니다. 때때로 그것은 바람직하지 않습니다. 예를 들어, HTTP 서버를 작성하는 경우 요청 본문이 도착하기를 기다리기, 데이터베이스가 응답하기를 기다리기, 다운스트림 서비스가 응답하기를 기다리는 등 많은 대기 가 있을 수 있습니다. 기다리는 동안 다른 일을 할 수 있다면 어떨까요? 계산 도중에 포기할 수 있다면 어떨까요? 현재 작업보다 다른 작업의 우선순위를 선택할 수 있다면 어떨까요? 이곳이 바로 비동기 함수 가 등장하는 곳입니다.","breadcrumbs":"Futures » 비동기 함수 » 비동기 함수","id":"473","title":"비동기 함수"},"474":{"body":"비동기 함수를 정의하려면 async 키워드를 사용합니다: use tokio::net::TcpListener; // 이 함수는 비동기식입니다\nasync fn bind_random() -> TcpListener { // [...]\n} 일반 함수처럼 bind_random을 호출하면 어떻게 될까요? fn run() { // `bind_random` 호출 let listener = bind_random(); // 뭣?\n} 아무 반응이 없습니다! Rust는 호출할 때 bind_random 실행을 시작하지 않습니다. (다른 언어 사용 경험을 바탕으로 예상할 수 있듯이) 백그라운드 작업으로도 실행하지 않습니다. Rust의 비동기 함수는 게으릅니다 : 명시적으로 요청하기 전까지는 어떤 작업도 수행하지 않습니다. Rust의 용어를 사용하면 bind_random이 나중에 완료될 수 있는 연산을 나타내는 타입인 future 를 반환한다고 말합니다. 이것들은 이 장의 뒷부분에서 자세히 살펴볼 인터페이스인 Future 트레잇을 구현하기 때문에 future라고 불립니다.","breadcrumbs":"Futures » 비동기 함수 » async fn","id":"474","title":"async fn"},"475":{"body":"비동기 함수에 작업을 요청하는 가장 일반적인 방법은 .await 키워드를 사용하는 것입니다: use tokio::net::TcpListener; async fn bind_random() -> TcpListener { // [...]\n} async fn run() { // `bind_random`을 호출하고 완료될 때까지 기다립니다 let listener = bind_random().await; // 이제 `listener`가 준비되었습니다\n} .await는 비동기 함수 실행이 완료될 때까지 호출자에게 제어권을 반환하지 않습니다. 위의 예시에서는 TcpListener가 생성될 때까지입니다.","breadcrumbs":"Futures » 비동기 함수 » .await","id":"475","title":".await"},"476":{"body":"혼란스럽다면, 그럴 만도 합니다! 비동기 함수의 장점은 모든 작업을 한 번에 수행하지 않는다는 점이라고 말했습니다. 그 후에, 비동기 함수가 완료될 때까지 반환하지 않는 .await를 도입했습니다. 우리가 해결하려고 했던 문제를 다시 발생시킨 것이 아닌가요? 그럼 이게 무슨 의미가 있는 걸까요? 어림도 없지! .await를 호출하면 뒤에서 많은 일이 일어납니다! 비동기 실행기 라고도 알려진 비동기 런타임 에 제어권을 양보하고 있습니다. 실행자는 마법이 일어나는 곳입니다. 실행 중인 모든 비동기 작업 을 관리하는 역할을 담당합니다. 특히 두 가지 목표의 균형을 유지합니다: 진행 : 가능할 때마다 작업이 진행되도록 합니다. 효율성 : 작업이 무언가를 기다리고 있는 경우 사용 가능한 리소스를 최대한 활용하여 그 동안 다른 작업이 실행될 수 있는지 확인하려고 합니다.","breadcrumbs":"Futures » 비동기 함수 » 런타임","id":"476","title":"런타임"},"477":{"body":"Rust는 비동기 프로그래밍에 대한 접근 방식이 매우 독특합니다. 기본 런타임이 없습니다. 표준 라이브러리는 함께 제공되지 않습니다. 직접 가져와야합니다! 대부분의 경우 생태계에서 사용 가능한 옵션 중 하나를 선택하게 됩니다. 일부 런타임은 광범위하게 적용 가능하도록 설계되어 대부분의 애플리케이션에 확실한 옵션입니다. tokio와 async-std가 이 범주에 속합니다. 다른 런타임은 특정 사용 사례에 최적화되어 있습니다. 임베디드 시스템을 위한 embassy같은 것이 있습니다. 이 과정 전체에서 우리는 Rust의 범용 비동기 프로그래밍을 위한 가장 인기 있는 런타임인 tokio를 사용하게 됩니다.","breadcrumbs":"Futures » 비동기 함수 » 기본 런타임 없음","id":"477","title":"기본 런타임 없음"},"478":{"body":"실행 파일의 진입점인 main 함수는 동기 함수여야 합니다. 여기에서 선택한 비동기 런타임을 설정하고 실행해야 합니다. 대부분의 런타임은 이를 더 쉽게 하기 위해 매크로를 제공합니다. tokio의 경우 tokio::main입니다: #[tokio::main]\nasync fn main() { // 비동기 코드가 여기에 들어갑니다\n} 이는 다음으로 확장됩니다: fn main() { let rt = tokio::runtime::Runtime::new().unwrap(); rt.block_on( // 비동기 함수는 여기에 들어갑니다 // [...] );\n}","breadcrumbs":"Futures » 비동기 함수 » #[tokio::main]","id":"478","title":"#[tokio::main]"},"479":{"body":"테스트도 마찬가지입니다. 동기식 함수여야 합니다. 각 테스트 함수는 자체 스레드에서 실행되며, 테스트에서 비동기 코드를 실행해야 하는 경우 비동기 런타임을 설정하고 시작하는 책임은 사용자에게 있습니다. tokio는 이 작업을 더 쉽게 하기 위해 #[tokio::test] 매크로를 제공합니다: #[tokio::test]\nasync fn my_test() { // 비동기 테스트 코드가 여기에 들어갑니다\n}","breadcrumbs":"Futures » 비동기 함수 » #[tokio::test]","id":"479","title":"#[tokio::test]"},"48":{"body":"이 섹션의 예제는 02_basic_calculator/04_panics 에 있습니다","breadcrumbs":"A Basic Calculator » 패닉 » 예제","id":"48","title":"예제"},"480":{"body":"이 섹션의 예제는 08_futures/01_async_fn 에 있습니다","breadcrumbs":"Futures » 비동기 함수 » 예제","id":"480","title":"예제"},"481":{"body":"이전 예제에 대한 솔루션은 다음과 같습니다: pub async fn echo(listener: TcpListener) -> Result<(), anyhow::Error> { loop { let (mut socket, _) = listener.accept().await?; let (mut reader, mut writer) = socket.split(); tokio::io::copy(&mut reader, &mut writer).await?; }\n} 나쁘지 않습니다! 두 개의 들어오는 연결 사이에 오랜 시간이 지나면 echo 함수는 유휴 상태가 되며(TcpListener::accept는 비동기 함수이므로) 실행기가 그 동안 다른 작업을 실행할 수 있습니다. 하지만 실제로 여러 작업을 동시에 실행하려면 어떻게 해야 할까요? 완료될 때까지 항상 비동기 함수를 실행한다면(.await를 사용하여) 한 번에 두 개 이상의 작업이 실행되지 않습니다. 여기가 tokio::spawn 함수가 필요한 곳입니다.","breadcrumbs":"Futures » 태스크 띄우기 » 태스크 띄우기","id":"481","title":"태스크 띄우기"},"482":{"body":"tokio::spawn을 사용하면 완료될 때까지 기다리지 않고 작업을 실행자에게 전달할 수 있습니다. tokio::spawn을 호출할 때마다 tokio에게 생성된 작업을 백그라운드에서 생성된 작업과 동시에 계속 실행하라고 지시하는 것입니다. 이를 사용하여 여러 연결을 동시에 처리하는 방법은 다음과 같습니다: use tokio::net::TcpListener; pub async fn echo(listener: TcpListener) -> Result<(), anyhow::Error> { loop { let (mut socket, _) = listener.accept().await?; // 연결을 처리하기 위해 백그라운드 작업을 생성합니다. // 따라서 기본 작업이 즉시 시작될 수 있습니다. // 새 연결을 수락합니다 tokio::spawn(async move { let (mut reader, mut writer) = socket.split(); tokio::io::copy(&mut reader, &mut writer).await?; }); }\n}","breadcrumbs":"Futures » 태스크 띄우기 » tokio::spawn","id":"482","title":"tokio::spawn"},"483":{"body":"이 예에서는 비동기 블록 을 tokio::spawn에 전달했습니다. async move { /* */ } 비동기 블록은 별도의 비동기 함수를 정의하지않고도 코드 영역을 비동기로 만들 수 있는 빠른 방법입니다.","breadcrumbs":"Futures » 태스크 띄우기 » 비동기 블록","id":"483","title":"비동기 블록"},"484":{"body":"tokio::spawn은 JoinHandle을 반환합니다. 생성된 스레드에 대해 join을 사용한 것과 같은 방식으로 JoinHandle을 사용하여 백그라운드 작업을 .await할 수 있습니다. pub async fn run() { // 원격 서버에 원격 측정 데이터를 전송하기 위한 // 백그라운드 작업을 생성합니다 let handle = tokio::spawn(emit_telemetry()); // 그동안 다른 유용한 작업을 수행합니다 do_work().await; // 하지만 원격 측정 데이터가 성공적으로 전달될 때까지 // 호출자에게 반환하지 마세요 handle.await;\n} pub async fn emit_telemetry() { // [...]\n} pub async fn do_work() { // [...]\n}","breadcrumbs":"Futures » 태스크 띄우기 » JoinHandle","id":"484","title":"JoinHandle"},"485":{"body":"tokio::spawn으로 생성된 작업에 패닉이 발생하면 실행 프로그램이 패닉을 포착합니다. 해당하는 JoinHandle을 .await하지 않으면 패닉이 생성자에게 전파되지 않습니다. JoinHandle을 .await하더라도 패닉이 자동으로 전파되지 않습니다. JoinHandle을 기다리면 에러 타입이 JoinError 인 Result가 반환됩니다. 그런 다음 JoinError::is_panic을 호출하여 작업에 패닉이 발생했는지 확인하고 패닉 처리 방법(기록, 무시 또는 전파)을 선택할 수 있습니다. use tokio::task::JoinError; pub async fn run() { let handle = tokio::spawn(work()); if let Err(e) = handle.await { if let Ok(reason) = e.try_into_panic() { // 작업에 패닉이 발생했습니다 // 패닉 해제를 재개하여, // 이를 현재 작업에 전파합니다 panic::resume_unwind(reason); } }\n} pub async fn work() { // [...]\n}","breadcrumbs":"Futures » 태스크 띄우기 » 패닉 경계","id":"485","title":"패닉 경계"},"486":{"body":"tokio::spawn을 std::spawn::thread의 비동기 버전이라고 생각할 수 있습니다. 주요 차이점에 주목하세요. std::thread::spawn을 사용하면 제어권을 OS 스케줄러에 위임합니다. 스레드 예약 방법을 제어할 수 없습니다. tokio::spawn을 사용하면 전적으로 사용자 공간에서 실행되는 비동기 실행기에 위임하게 됩니다. 기본 OS 스케줄러는 다음에 실행할 작업을 결정하는 데 관여하지 않습니다. 우리는 이제 우리가 사용하기로 선택한 실행자를 통해 그 결정을 담당하고 있습니다.","breadcrumbs":"Futures » 태스크 띄우기 » std::thread::spawn vs tokio::spawn","id":"486","title":"std::thread::spawn vs tokio::spawn"},"487":{"body":"이 섹션의 예제는 08_futures/02_spawn 에 있습니다","breadcrumbs":"Futures » 태스크 띄우기 » 예제","id":"487","title":"예제"},"488":{"body":"지금까지 우리는 추상적인 개념으로 비동기 런타임에 대해 이야기해왔습니다. 구현 방식에 대해 좀 더 자세히 살펴보겠습니다. 곧 알게 되겠지만 이는 코드에 영향을 미칩니다.","breadcrumbs":"Futures » 런타임 » 런타임 아키텍처","id":"488","title":"런타임 아키텍처"},"489":{"body":"tokio는 두 가지 다른 런타임 _성향_을 제공합니다. tokio::runtime::Builder를 통해 런타임을 구성할 수 있습니다: Builder::new_multi_thread는 멀티스레드 tokio 런타임 을 제공합니다 Builder::new_current_thread는 실행을 위해 현재 스레드 에만 의존합니다. #[tokio::main]은 기본적으로 다중 스레드 런타임을 반환하는 반면 #[tokio::test]는 기본적으로 현재 스레드 런타임을 사용합니다.","breadcrumbs":"Futures » 런타임 » 성향","id":"489","title":"성향"},"49":{"body":"지금까지 배운 내용: 함수를 정의하는 방법 함수를 호출하는 방법 Rust에서 사용할 수 있는 정수 타입 정수에 사용할 수 있는 산술 연산자 비교 및 if/else 표현식을 통해 조건 로직 실행하는 방법 팩토리얼을 다룰 준비가 된 것 같습니다!","breadcrumbs":"A Basic Calculator » 팩토리얼 » 팩토리얼","id":"49","title":"팩토리얼"},"490":{"body":"현재 스레드 런타임은 이름에서 알 수 있듯이 작업을 예약하고 실행하기 위해 시작된 OS 스레드에만 의존합니다. 현재 스레드 런타임을 사용하는 경우 동시성 은 있지만 병렬성 은 없습니다. 비동기 작업은 인터리브되지만 주어진 시간에 항상 최대 하나의 작업이 실행됩니다.","breadcrumbs":"Futures » 런타임 » 현재 스레드 런타임","id":"490","title":"현재 스레드 런타임"},"491":{"body":"대신 멀티스레드 런타임을 사용하는 경우 주어진 시간에 최대 N개의 작업을 _병렬_로 실행할 수 있습니다. 여기서 N은 런타임에서 사용하는 스레드 수입니다. 기본적으로 N은 사용 가능한 CPU 코어 수와 같습니다. 더 많은 것이 있습니다: tokio는 작업 훔치기 를 수행합니다. 스레드가 유휴 상태이면 기다리지 않고 전역 대기열에서 또는 다른 스레드의 로컬 대기열에서 이를 훔쳐 실행할 준비가 된 새 작업을 찾으려고 시도합니다. 작업 가로채기는 애플리케이션이 스레드 간에 완벽하게 균형을 이루지 못한 작업 부하를 처리할 때마다 특히 꼬리 지연 시간에 상당한 성능 이점을 제공할 수 있습니다.","breadcrumbs":"Futures » 런타임 » 멀티스레드 런타임","id":"491","title":"멀티스레드 런타임"},"492":{"body":"tokio::spawn은 버전에 구애받지 않습니다. 다중 스레드 런타임이나 현재 스레드 런타임에서 실행 중인지 상관없이 작동합니다. 단점은 시그니처가 최악의 경우(예: 다중 스레드)를 가정하고 이에 따라 제한된다는 것입니다: pub fn spawn<F>(future: F) -> JoinHandle<F::Output>\nwhere F: Future + Send + 'static, F::Output: Send + 'static,\n{ /* */ } 지금은 Future 트레잇을 무시하고 나머지 부분에 집중하겠습니다. spawn은 모든 입력이 Send이고 'static 수명을 갖도록 요구합니다. 'static 제약 조건은 std::thread::spawn에 대한 'static 제약 조건과 동일한 근거를 따릅니다. 생성된 작업은 생성된 컨텍스트보다 오래 지속될 수 있으므로 로컬 데이터에 의존해서는 안 됩니다. 생성 컨텍스트가 삭제된 후에야 할당이 취소될 수 있습니다. fn spawner() { let v = vec![1, 2, 3]; // `&v`는 충분히 오래 지속되지 않기 // 않기 때문에 작동하지 않습니다. tokio::spawn(async { for x in &v { println!(\"{x}\") } })\n} 반면에 Send는 tokio의 작업 도용 전략의 직접적인 결과입니다. 스레드 A에서 생성된 작업은 스레드 B가 유휴 상태인 경우 결국 스레드 B로 이동될 수 있습니다. 스레드 경계를 넘었기 때문에 Send여야합니다. fn spawner(input: Rc<u64>) { // 이 역시 작동하지 않습니다. 왜냐하면 // `Rc`는 `Send`가 아니기 때문입니다. tokio::spawn(async move { println!(\"{}\", input); })\n}","breadcrumbs":"Futures » 런타임 » 시사점","id":"492","title":"시사점"},"493":{"body":"이 섹션의 예제는 08_futures/03_runtime 에 있습니다","breadcrumbs":"Futures » 런타임 » 예제","id":"493","title":"예제"},"494":{"body":"","breadcrumbs":"Futures » Future trait » Future 트레잇","id":"494","title":"Future 트레잇"},"495":{"body":"tokio::spawn의 시그니처로 돌아가 봅시다: pub fn spawn<F>(future: F) -> JoinHandle<F::Output> where F: Future + Send + 'static, F::Output: Send + 'static,\n{ /* */ } F가 Send라는 것이 실제로 무엇을 의미하나요? 이는 이전 섹션에서 본 것처럼 생성 환경에서 캡처하는 값이 무엇이든 Send여야 함을 의미합니다. 그러나 그것은 그 이상을 의미합니다. _.await 지점 전체에 걸쳐 보유된 모든 값_은 Send여야 합니다. 예를 살펴보겠습니다: use std::rc::Rc;\nuse tokio::task::yield_now; fn spawner() { tokio::spawn(example());\n} async fn example() { // `Send`가 아닌 값, // 비동기 함수 _내부_에서 생성됨 let non_send = Rc::new(1); // 아무것도 하지 않는 `.await` 지점 yield_now().await; // `.await` 뒤에는 `Send`가 아닌 // 로컬 값이 여전히 필요합니다 println!(\"{}\", non_send);\n} 컴파일러는 다음 코드를 거부합니다: error: future cannot be sent between threads safely |\n5 | tokio::spawn(example()); | ^^^^^^^^^ future returned by `example` is not `Send` |\nnote: future is not `Send` as this value is used across an await |\n11 | let non_send = Rc::new(1); | -------- has type `Rc<i32>` which is not `Send`\n12 | // A `.await` point\n13 | yield_now().await; | ^^^^^ await occurs here, with `non_send` maybe used later\nnote: required by a bound in `tokio::spawn` |\n164 | pub fn spawn<F>(future: F) -> JoinHandle<F::Output> | ----- required by a bound in this function\n165 | where\n166 | F: Future + Send + 'static, | ^^^^ required by this bound in `spawn` 왜 그런 경우인지 이해하려면 Rust의 비동기 모델에 대한 이해를 개선해야 합니다.","breadcrumbs":"Futures » Future trait » 로컬 Rc 문제","id":"495","title":"로컬 Rc 문제"},"496":{"body":"우리는 async 함수가 Future 트레잇을 구현하는 타입인 futures 를 반환한다고 일찍 밝혔습니다. 미래를 상태 머신 으로 생각할 수 있습니다. 다음 두 가지 상태 중 하나입니다: 보류 중 : 계산이 아직 완료되지 않았습니다. 준비 : 계산이 완료되었습니다. 출력은 다음과 같습니다. 이는 트레잇 정의에 인코딩되어 있습니다: trait Future { type Output; // 지금은 `Pin`과 `Context`를 무시하세요 fn poll(self: Pin<&mut Self>, cx: &mut Context<'_>) -> Poll<Self::Output>;\n}","breadcrumbs":"Futures » Future trait » Future 트레잇","id":"496","title":"Future 트레잇"},"497":{"body":"Poll 방법은 Future 트레잇의 핵심입니다. 퓨처 그 자체로는 아무것도 할 수 없습니다. 진행하려면 폴링 이 필요합니다. poll을 호출하면 퓨처에게 작업을 요청하는 것입니다. poll은 진행을 시도한 후 다음 중 하나를 반환합니다: Poll::Pending: 퓨처가 아직 준비되지 않았습니다. 나중에 poll을 다시 호출해야 합니다. Poll::Ready(value): 퓨처가가 완료되었습니다. 계산된 value는 Self::Output 타입입니다. Future::poll이 Poll::Ready를 반환하면 다시 폴링해서는 안 됩니다. 퓨처가 완료되었으므로 더 이상 할 일이 없습니다.","breadcrumbs":"Futures » Future trait » poll","id":"497","title":"poll"},"498":{"body":"poll을 직접 호출하는 경우는 거의 없습니다. 저게 비동기 런타임의 역할입니다. 퓨쳐가 가능할 때마다 진행되고 있는지 확인하는 데 필요한 모든 정보(poll 시그니처의 Context)가 있습니다.","breadcrumbs":"Futures » Future trait » 런타임의 역할","id":"498","title":"런타임의 역할"},"499":{"body":"우리는 높은 수준의 인터페이스인 비동기 함수을 사용해 작업했습니다. 우리는 이제 저수준 프리미티브인 Future 트레잇을 살펴보았습니다. 그들은 어떻게 관련되어 있을까요? 함수를 비동기로 표시할 때마다 해당 함수는 퓨처를 반환합니다. 컴파일러는 비동기 함수의 본문을 상태 머신 으로 변환합니다: 각 .await 지점마다 하나의 상태가 됩니다. Rc 예제로 돌아가면: use std::rc::Rc;\nuse tokio::task::yield_now; async fn example() { let non_send = Rc::new(1); yield_now().await; println!(\"{}\", non_send);\n} 컴파일러는 이를 다음과 같은 열거형으로 변환합니다: pub enum ExampleFuture { NotStarted, YieldNow(Rc<i32>), Terminated,\n} example이 호출되면 ExampleFuture::NotStarted를 반환합니다. 퓨처는 아직 폴링된 적이 없으므로 아무 일도 일어나지 않았습니다. 런타임이 처음으로 폴링하면 ExampleFuture는 다음 .await 지점까지 진행됩니다. 상태 시스템의 ExampleFuture::YieldNow(Rc<i32>) 단계에서 멈추고 Poll::Pending을 반환합니다. 다시 폴링되면 나머지 코드(println!)을 실행하고 Poll::Ready(())를 반환합니다. 상태 머신 표현인 ExampleFuture를 보면 이제 example이 Send가 아닌 이유가 분명해졌습니다. 여기에는 Rc가 있으므로 Send가 될 수 없습니다.","breadcrumbs":"Futures » Future trait » async fn과 퓨처","id":"499","title":"async fn과 퓨처"},"5":{"body":"이 섹션의 예제는 01_intro/00_welcome 에 있습니다","breadcrumbs":"환영합니다 » 예제","id":"5","title":"예제"},"50":{"body":"이 섹션의 예제는 02_basic_calculator/05_factorial 에 있습니다","breadcrumbs":"A Basic Calculator » 팩토리얼 » 예제","id":"50","title":"예제"},"500":{"body":"방금 example에서 본 것처럼 모든 .await 지점은 퓨처의 수명 주기에서 새로운 중간 상태를 생성합니다. 그렇기 때문에 .await 포인트는 **양보 지점(yield points)**라고도 알려져 있습니다. 퓨처의 _양보 제어_는 이를 폴링한 런타임으로 돌아가서 런타임이 이를 일시 중지하고 (필요한 경우) 실행을 위해 다른 작업을 예약할 수 있도록 합니다. 이렇게 함으로써 여러 작업을 동시에 진행할 수 있습니다. 양보의 중요성을 나중에 다시 알아보겠습니다.","breadcrumbs":"Futures » Future trait » 양보 지점","id":"500","title":"양보 지점"},"501":{"body":"이 섹션의 예제는 08_futures/04_future 에 있습니다","breadcrumbs":"Futures » Future trait » 예제","id":"501","title":"예제"},"502":{"body":"양보 지점으로 다시 돌아갑시다. 스레드와 달리 Rust 작업은 선점될 수 없습니다 . 'tokio'는 자체적으로 작업을 일시 중지하고 그 자리에서 다른 작업을 실행하기로 결정할 수 없습니다. 작업이 양보되면 제어권은 독점적으로 실행자에게 돌아갑니다. 즉, Future::poll이 Poll::Pending을 반환할 때, async fn의 경우에는 퓨처를 .await할 때. 이로 인해 런타임이 위험에 노출됩니다. 작업이 결코 양보되지 않으면 런타임은 다른 작업을 실행할 수 없습니다. 이를 런타임 차단 이라고 합니다.","breadcrumbs":"Futures » 런타임 블로킹 » 런타임을 차단하지 마세요","id":"502","title":"런타임을 차단하지 마세요"},"503":{"body":"얼마나 긴가요? 작업이 문제가 되기 전에 양보하지 않고 얼마나 많은 시간을 보낼 수 있습니까? 런타임, 애플리케이션, 진행 중인 작업 수 및 기타 여러 요인에 따라 달라집니다. 그러나 일반적으로 항복 지점 사이에 100마이크로초 미만의 시간을 사용하도록 노력하세요.","breadcrumbs":"Futures » 런타임 블로킹 » 차단이란 무엇입니까?","id":"503","title":"차단이란 무엇입니까?"},"504":{"body":"런타임을 차단하면 다음과 같은 결과가 발생할 수 있습니다: 교착 상태 : 양보하지 않는 작업이 다른 작업이 완료되기를 기다리고 있고 해당 작업이 첫 번째 작업이 양보되기를 기다리고 있다면 교착 상태가 발생한 것입니다. 런타임이 다른 스레드에서 다른 작업을 예약할 수 없으면 진행이 불가능합니다. 기아 : 다른 작업을 실행할 수 없거나 오랜 지연 후에 실행될 수 있으며, 이로 인해 성능이 저하될 수 있습니다(예: 긴 꼬리 지연 시간).","breadcrumbs":"Futures » 런타임 블로킹 » 결과","id":"504","title":"결과"},"505":{"body":"다음과 같은 일부 타입의 작업은 일반적으로 비동기 코드에서 피해야 합니다: 동기식 I/O. 시간이 얼마나 걸릴지 예측할 수 없으며 100마이크로초보다 길어질 가능성이 높습니다. 무거운 CPU 바인딩 계산 작업. 하지만 후자의 범주는 항상 명확하지는 않습니다. 예를 들어, 몇 개의 요소를 가진 벡터를 정렬하는 것은 문제가 되지 않습니다. 그러나 벡터에 수십억 개의 항목이 있는 경우에는 이야기가 달라집니다.","breadcrumbs":"Futures » 런타임 블로킹 » 차단이 항상 명확한 것은 아닙니다","id":"505","title":"차단이 항상 명확한 것은 아닙니다"},"506":{"body":"그렇다면 차단 위험이 있는 작업을 반드시 수행해야 한다고 가정할 때 런타임 차단을 어떻게 방지할 수 있을까요? 작업을 다른 스레드로 이동해야 합니다. 작업을 실행하기 위해 tokio에서 사용하는 소위 런타임 스레드를 사용하는 것이 아닙니다. tokio는 이 목적을 위해 차단 풀 이라고 불리는 전용 스레드 풀을 제공합니다. tokio::task::spawn_blocking 함수를 사용하여 차단 풀에서 동기 작업을 생성할 수 있습니다. spawn_blocking은 작업이 완료되면 작업 결과로 확인되는 future를 반환합니다. use tokio::task; fn expensive_computation() -> u64 { // [...]\n} async fn run() { let handle = task::spawn_blocking(expensive_computation); // 그동안 다른 일을 하세요 let result = handle.await.unwrap();\n} 차단 풀은 수명이 깁니다. 스레드 초기화 비용은 여러 호출을 통해 분할되므로 spawn_blocking은 std::thread::spawn을 통해 직접 새 스레드를 생성하는 것보다 더 빠릅니다.","breadcrumbs":"Futures » 런타임 블로킹 » 차단을 피하는 방법","id":"506","title":"차단을 피하는 방법"},"507":{"body":"해당 주제에 대한 Alice Ryhl의 블로그 게시물 을 확인하세요.","breadcrumbs":"Futures » 런타임 블로킹 » 읽을거리","id":"507","title":"읽을거리"},"508":{"body":"이 섹션의 예제는 08_futures/05_blocking 에 있습니다","breadcrumbs":"Futures » 런타임 블로킹 » 예제","id":"508","title":"예제"},"509":{"body":"tokio의 문서를 찾아보면 표준 라이브러리의 타입을 \"미러링\"하지만 잠금, 채널, 타이머 등 비동기식 변형이 포함된 많은 타입을 제공한다는 것을 알 수 있습니다. 비동기식 컨텍스트에서 작업할 때는 동기식 컨텍스트보다 이러한 비동기식 대안을 선호해야 합니다. 그 이유를 이해하기 위해 이전 장에서 살펴본 상호 배타적 잠금 장치인 Mutex를 살펴보겠습니다.","breadcrumbs":"Futures » Async-aware 기본 요소 » Async-aware 기본 요소","id":"509","title":"Async-aware 기본 요소"},"51":{"body":"factorial 구현에서는 재귀를 사용해야 합니다. 이는 특히 함수형 프로그래밍에 대한 배경 지식이 있는 경우 자연스럽게 느껴질 수 있습니다. 또는 C나 Python과 같은 명령형 언어에 익숙하다면 이상하게 느껴질 수도 있습니다. 대신 루프 를 사용하여 동일한 기능을 구현하는 방법을 살펴보겠습니다.","breadcrumbs":"A Basic Calculator » 루프: while » 루프, part 1: while","id":"51","title":"루프, part 1: while"},"510":{"body":"간단한 예를 살펴보겠습니다: use std::sync::{Arc, Mutex}; async fn run(m: Arc<Mutex<Vec<u64>>>) { let guard = m.lock().unwrap(); http_call(&guard).await; println!(\"Sent {:?} to the server\", &guard); // `guard`가 여기에 삭제되었습니다\n} /// `v`를 HTTP 호출의 본문으로 사용하세요.\nasync fn http_call(v: &[u64]) { // [...]\n}","breadcrumbs":"Futures » Async-aware 기본 요소 » 사례 연구: '뮤텍스'","id":"510","title":"사례 연구: '뮤텍스'"},"511":{"body":"이 코드는 컴파일되지만 위험합니다. 비동기 컨텍스트의 std에서 Mutex에 대한 잠금을 획득하려고 합니다. 그런 다음 결과로 얻은 MutexGuard를 양보 지점(즉, http_call의 .await)에서 가지고있을겁니다. 단일 스레드 런타임에서 run을 동시에 실행하는 두 가지 작업이 있다고 가정해 보겠습니다. 우리는 다음과 같은 순서의 스케줄 이벤트를 볼 수 있습니다: Task A Task B | Acquire lock\nYields to runtime | +--------------+ | Tries to acquire lock 교착상태에 빠졌습니다. 작업 B는 잠금을 획득하지 못할 것입니다. 현재 작업 A가 잠금을 보유하고 있기 때문입니다. 작업 A는 잠금을 해제하기 전에 런타임에 양보했으며 런타임이 작업 B를 선점할 수 없기 때문에 다시 예약되지 않습니다.","breadcrumbs":"Futures » Async-aware 기본 요소 » std::sync::MutexGuard와 양보 지점","id":"511","title":"std::sync::MutexGuard와 양보 지점"},"512":{"body":"tokio::sync::Mutex로 전환하면 문제를 해결할 수 있습니다: use std::sync::Arc;\nuse tokio::sync::Mutex; async fn run(m: Arc<Mutex<Vec<u64>>>) { let guard = m.lock().await; http_call(&guard).await; println!(\"Sent {:?} to the server\", &guard); // `guard`가 여기에 삭제되었습니다\n} 잠금 획득은 이제 비동기식 작업입니다, 잠금을 획득하지 못하면 런타임으로 돌아가게됩니다. 이전 시나리오로 돌아가면 다음과 같은 일이 발생합니다: Task A Task B | Acquires the lock Starts `http_call` Yields to runtime | +--------------+ | Tries to acquire the lock Cannot acquire the lock Yields to runtime | +--------------+ |\n`http_call` completes Releases the lock Yield to runtime | +--------------+ | Acquires the lock [...] 문제 해결!","breadcrumbs":"Futures » Async-aware 기본 요소 » tokio::sync::Mutex","id":"512","title":"tokio::sync::Mutex"},"513":{"body":"이전 예제에서 실행 컨텍스트로 단일 스레드 런타임을 사용했지만, 멀티스레드 런타임을 사용할 때도 동일한 위험이 존재합니다. 차이점은 데드락을 생성하는 데 필요한 동시 작업의 수입니다: 단일 스레드 런타임에서는 2개의 작업이면 충분하고, 멀티스레드 런타임에서는 런타임 스레드 수를 N이라고 할 때 N+1개의 작업이 필요합니다.","breadcrumbs":"Futures » Async-aware 기본 요소 » 멀티스레드는 당신을 구원하지 않습니다","id":"513","title":"멀티스레드는 당신을 구원하지 않습니다"},"514":{"body":"비동기 인식 Mutex를 사용하면 성능이 저하됩니다. 잠금이 심각한 경합 상태에 있지 않다고 확신하고 그리고 양보 지점을 넘어 잠금을 유지하지 않도록 주의한다면 여전히 비동기 컨텍스트에서 std::sync::Mutex를 사용할 수 있습니다. 하지만 발생할 수 있는 위험과 성능상의 이점을 비교해보세요.","breadcrumbs":"Futures » Async-aware 기본 요소 » 단점","id":"514","title":"단점"},"515":{"body":"예시로 Mutex를 사용했지만 RwLock, 세마포어 등에도 동일하게 적용됩니다. 문제 위험을 최소화하려면 비동기 컨텍스트에서 작업할 때 비동기 버전을 선호하세요.","breadcrumbs":"Futures » Async-aware 기본 요소 » 기타 프리미티브","id":"515","title":"기타 프리미티브"},"516":{"body":"이 섹션의 예제는 08_futures/06_async_aware_primitives 에 있습니다","breadcrumbs":"Futures » Async-aware 기본 요소 » 예제","id":"516","title":"예제"},"517":{"body":"보류 중인 퓨처가 삭제되면 어떻게 될까요? 런타임은 더 이상 폴링하지 않으므로 더 이상 진행되지 않습니다. 즉, 실행이 취소 됩니다. 실제로는 타임아웃때 이런 일이 자주 발생합니다. 예시: use tokio::time::timeout;\nuse tokio::sync::oneshot;\nuse std::time::Duration; async fn http_call() { // [...]\n} async fn run() { // 10밀리초 후에 만료되도록 설정된 `Timeout`으로 퓨처를 래핑합니다. let duration = Duration::from_millis(10); if let Err(_) = timeout(duration, http_call()).await { println!(\"Didn't receive a value within 10 ms\"); }\n} 제한 시간이 만료되면 http_call에 의해 반환된 퓨처가 취소됩니다. 이것이 http_call의 본문이라고 상상해 봅시다: use std::net::TcpStream; async fn http_call() { let (stream, _) = TcpStream::connect(/* */).await.unwrap(); let request: Vec<u8> = /* */; stream.write_all(&request).await.unwrap();\n} 각 항복 지점은 취소 지점 이 됩니다. http_call은 런타임에 의해 선점될 수 없으므로 .await를 통해 실행자에게 제어권을 다시 넘겨준 후에만 폐기될 수 있습니다. 이는 재귀적으로 적용됩니다. stream.write_all(&request)는 구현 시 여러 양보 지점을 가질 가능성이 높습니다. http_call이 취소되기 전에 partial 요청을 푸시하여 연결이 끊어지고 본문 전송이 완료되지 않는 것을 볼 수 있습니다.","breadcrumbs":"Futures » 취소 » 취소","id":"517","title":"취소"},"518":{"body":"Rust의 취소 메커니즘은 매우 강력합니다. 이를 통해 호출자는 작업 자체에서 어떤 형태의 협력도 필요 없이 진행 중인 작업을 취소할 수 있습니다. 동시에 이는 매우 위험할 수 있다. 작업을 중단하기 전에 일부 정리 작업이 수행되도록 정상적인 취소 를 수행하는 것이 바람직할 수 있습니다. 예를 들어 SQL 트랜잭션에 대한 다음 가상 API를 생각해 보세요: async fn transfer_money( connection: SqlConnection, payer_id: u64, payee_id: u64, amount: u64\n) -> Result<(), anyhow::Error> { let transaction = connection.begin_transaction().await?; update_balance(payer_id, amount, &transaction).await?; decrease_balance(payee_id, amount, &transaction).await?; transaction.commit().await?;\n} 취소 시 보류 중인 트랜잭션을 그대로 두는 것보다 명시적으로 중단하는 것이 이상적입니다. 안타깝게도 Rust는 이러한 종류의 비동기 뒷처리 작업에 대한 완벽한 메커니즘을 제공하지 않습니다. 가장 일반적인 전략은 Drop 트레잇을 사용하여 필요한 뒷처리 작업을 예약하는 것입니다. 이는 다음과 같이 할 수 있습니다: 런타임에 새 작업 생성 채널의 대기열에 메시지 추가 백그라운드 스레드 생성 최적의 선택은 상황에 따라 다릅니다.","breadcrumbs":"Futures » 취소 » 뒷처리","id":"518","title":"뒷처리"},"519":{"body":"tokio::spawn으로 작업을 생성하면 해당 작업을 더 이상 버릴 수 없으며, 그것은 런타임에 속합니다. 그럼에도 불구하고, 필요한 경우 JoinHandle을 사용하여 작업을 취소할 수 있습니다: async fn run() { let handle = tokio::spawn(/* 비동기 작업 */); // 생성된 작업 취소 handle.abort();\n}","breadcrumbs":"Futures » 취소 » 생성된 작업 취소","id":"519","title":"생성된 작업 취소"},"52":{"body":"while 루프는 조건 이 true인 동안 코드 블록을 실행하는 방법입니다. 일반적인 문법은 다음과 같습니다: while <condition> { // 실행할 코드\n} 예를 들어 1부터 5까지의 숫자를 더하려할 때: let sum = 0;\nlet i = 1;\n// \"i가 5보다 작거나 같은 동안\"\nwhile i <= 5 { // `+=`는 `sum = sum + i`의 약어입니다. sum += i; i += 1;\n} 이는 i가 더 이상 5보다 작거나 같지 않을 때까지 i에 1을 계속 추가하고 sum에 i를 추가합니다.","breadcrumbs":"A Basic Calculator » 루프: while » while 루프","id":"52","title":"while 루프"},"520":{"body":"두 개의 서로 다른 퓨처를 \"경쟁\"하기 위해 tokio의 select! 매크로를 사용할 때는 매우 주의하십시오. 취소 안전 을 보장할 수 없다면 루프에서 동일한 작업을 다시 시도하는 것은 위험합니다. 자세한 내용은 select! 문서 를 확인하세요. 두 개의 비동기 데이터 스트림(예: 소켓 및 채널)을 인터리브해야 하는 경우 StreamExt::merge 를 대신 사용하는 것이 좋습니다. \"갑작스러운\" 취소보다는 CancellationToken 을 사용하는 것이 더 나을 수 있습니다.","breadcrumbs":"Futures » 취소 » 읽을거리","id":"520","title":"읽을거리"},"521":{"body":"이 섹션의 예제는 08_futures/07_cancellation 에 있습니다","breadcrumbs":"Futures » 취소 » 예제","id":"521","title":"예제"},"522":{"body":"Rust의 비동기 모델은 매우 강력하지만 추가적인 복잡성을 초래합니다. 도구를 알아가는 데 시간을 투자하세요. tokio의 문서를 자세히 살펴보고 문서를 최대한 활용하기 위해 기본 요소에 익숙해지세요. 또한 Rust의 비동기 스토리를 간소화하고 \"완성\"하기 위해 언어 및 std 수준에서 지속적인 작업이 진행 중이라는 점을 명심하세요. 이러한 누락된 부분으로 인해 일상적인 작업에서 약간 매끄럽지 않은 부분이 있을 수 있습니다. 거의 고통 없는 비동기 환경을 위한 몇 가지 권장 사항: 런타임을 선택하고 이를 고수하세요. 일부 기본 요소(예: 타이머, I/O)는 런타임 전반에 걸쳐 이식 가능하지 않습니다. 런타임을 혼합하려고 하면 문제가 발생할 수 있습니다. 런타임에 구애받지 않는 코드를 작성하려고 하면 코드베이스의 복잡성이 크게 증가할 수 있습니다. 가능하다면 피하세요. 안정적인 Stream/AsyncIterator 인터페이스는 아직 없습니다. AsyncIterator는 개념적으로 새 항목을 비동기적으로 생성하는 반복자입니다. 디자인 작업이 진행 중이지만 (아직) 합의가 이루어지지 않았습니다. tokio를 사용하는 경우 기본 인터페이스로 tokio_stream 을 참조하세요. 버퍼링에 주의하세요. 미묘한 버그의 원인이 되는 경우가 많습니다. 자세한 내용은 \"Barbara battles buffered streams\" 를 확인하세요. 비동기 작업에는 범위가 지정된 스레드와 동등한 것이 없습니다 . 자세한 내용은 \"The scoped task trilemma\" 를 확인하세요. 이러한 주의 사항에 겁먹지 마세요: 비동기식 Rust는 엄청난 규모(예: AWS, Meta)에서 기반 서비스를 위해 효과적으로 사용되고있습니다. Rust로 네트워크 애플리케이션을 구축할 계획이라면 이를 마스터해야 합니다.","breadcrumbs":"Futures » 마무리 » 마무리","id":"522","title":"마무리"},"523":{"body":"이 섹션의 예제는 08_futures/08_outro 에 있습니다","breadcrumbs":"Futures » 마무리 » 예제","id":"523","title":"예제"},"524":{"body":"Rust 투어는 여기서 끝납니다. 상당히 광범위했지만 결코 철저하지는 않았습니다. Rust는 표면적이 넓고 생태계도 훨씬 더 큰 언어입니다! 하지만 겁먹지 마세요. 모든 것을 배울 필요는 없습니다 . 프로젝트 작업 중에 도메인(백엔드, 임베디드, CLI, GUI 등)에서 효율성을 높이는 데 필요한 것이라면 무엇이든 사용하게될겁니다. 결국 지름길은 없습니다. 어떤 일을 잘하고 싶다면 계속해서 그 일을 해야 합니다. 이 코스 전반에 걸쳐 여러분은 언어와 그 구문이 손에 익을 만큼 충분한 양의 Rust를 작성했습니다. \"자신의 것\"이라고 느끼려면 훨씬 더 많은 코드를 작성해야겠지만, 계속 연습하면 그 순간은 눈 깜빡할 사이에 찾아올겁니다.","breadcrumbs":"더 나아가 » 에필로그","id":"524","title":"에필로그"},"525":{"body":"Rust와 함께하는 여정에서 앞으로 나아갈 때 유용할 수 있는 추가 리소스에 대한 몇 가지 지침으로 마무리하겠습니다.","breadcrumbs":"더 나아가 » 더 나아가","id":"525","title":"더 나아가"},"526":{"body":"Rust를 연습하기 위한 더 많은 연습문제는 rustlings 프로젝트와 exercism.io 의 Rust 트랙에서 찾을 수 있습니다.","breadcrumbs":"더 나아가 » 연습문제","id":"526","title":"연습문제"},"527":{"body":"이 과정에서 다룬 개념에 대해 다른 관점을 찾고 있다면 the Rust book 과 \"Programming Rust\" 를 확인해보세요. 정확히 같은 주제를 다루지는 않기 때문에 새로운 것을 반드시 배우게 될 것입니다. Rust는 매우 넓은 영역을 다루고 있습니다!","breadcrumbs":"더 나아가 » 입문 자료","id":"527","title":"입문 자료"},"528":{"body":"언어에 대해 더 깊이 알고 싶다면 Rustonomicon 과 \"Rust for Rustaceans\" 를 참조하세요. \"Decrusted\" series 시리즈는 가장 인기 있는 Rust 라이브러리의 내부에 대해 자세히 알아볼 수 있는 또 다른 훌륭한 리소스입니다.","breadcrumbs":"더 나아가 » 고급 자료","id":"528","title":"고급 자료"},"529":{"body":"백엔드 개발에 Rust를 사용하고 싶다면 \"Zero to Production in Rust\" 를 확인하세요. 임베디드 개발에 Rust를 사용하고 싶다면 Embedded Rust book 을 확인해 보세요.","breadcrumbs":"더 나아가 » 도메인별 자료","id":"529","title":"도메인별 자료"},"53":{"body":"위의 예는 있는 그대로 컴파일되지 않습니다. 다음과 같은 오류가 발생합니다: error[E0384]: cannot assign twice to immutable variable `sum` --> src/main.rs:7:9 |\n2 | let sum = 0; | --- | | | first assignment to `sum` | help: consider making this binding mutable: `mut sum`\n...\n7 | sum += i; | ^^^^^^^^ cannot assign twice to immutable variable error[E0384]: cannot assign twice to immutable variable `i` --> src/main.rs:8:9 |\n3 | let i = 1; | - | | | first assignment to `i` | help: consider making this binding mutable: `mut i`\n...\n8 | i += 1; | ^^^^^^ cannot assign twice to immutable variable 이는 Rust의 변수가 기본적으로 immutable 이기 때문입니다. 일단 할당된 값은 수저할 수 없습니다. 수정을 허용하려면 mut 키워드를 사용하여 변수를 mutable 으로 선언해야 합니다: // `sum`과 `i`는 이제 수정 가능합니다!\nlet mut sum = 0;\nlet mut i = 1; while i <= 5 { sum += i; i += 1;\n} 그러면 오류 없이 컴파일되고 실행됩니다.","breadcrumbs":"A Basic Calculator » 루프: while » mut 키워드","id":"53","title":"mut 키워드"},"530":{"body":"그런 다음 도메인 전반에 걸친 주요 주제에 대한 리소스를 찾을 수 있습니다. 테스트에 대해서는 \"Advanced testing, going beyond the basics\" 를 참고하세요. 원격 측정의 경우 \"You can't fix what you can't see\" 를 확인하세요.","breadcrumbs":"더 나아가 » 마스터클래스","id":"530","title":"마스터클래스"},"54":{"body":"while 루프 문서","breadcrumbs":"A Basic Calculator » 루프: while » 읽을거리","id":"54","title":"읽을거리"},"55":{"body":"이 섹션의 예제는 02_basic_calculator/06_while 에 있습니다","breadcrumbs":"A Basic Calculator » 루프: while » 예제","id":"55","title":"예제"},"56":{"body":"카운터 변수를 수동으로 증가시키는 것은 다소 지루한 일입니다. 굉장히 흔한 패턴이기도해요! 이를 더 쉽게 만들기 위해 Rust는 다양한 값을 반복하는 보다 간결한 방법인 for 루프를 제공합니다.","breadcrumbs":"A Basic Calculator » 루프: for » 루프, part 2: for","id":"56","title":"루프, part 2: for"},"57":{"body":"for 루프는 반복자 [1] 의 각 요소에 대해 코드 블록을 실행하는 방법입니다. 일반적인 문법은 다음과 같습니다: for <element> in <iterator> { // 실행할 코드\n}","breadcrumbs":"A Basic Calculator » 루프: for » for 루프","id":"57","title":"for 루프"},"58":{"body":"Rust의 표준 라이브러리는 일련의 숫자[^weird-ranges]를 반복하는 데 사용할 수 있는 range 타입을 제공합니다. 예를 들어 1부터 5까지의 합을 구한다면 다음과 같습니다: let mut sum = 0;\nfor i in 1..=5 { sum += i;\n} 루프가 실행될 때마다 i에는 코드 블록을 실행하기 전에 범위의 다음 값이 할당됩니다. Rust에는 5가지 종류의 범위가 있습니다: 1..5: A (half-open) 범위. 여기에는 1부터 4까지의 모든 숫자가 포함됩니다. 마지막 값인 5는 포함되지 않습니다. 1..=5: 포함 범위입니다. 여기에는 1부터 5까지의 모든 숫자가 포함됩니다. 마지막 값인 5도 포함됩니다. 1..: 개방형 범위입니다. 1부터 무한대(정수형의 최대값까지)까지의 모든 숫자를 포함합니다. ..5: 정수형의 최소값에서 시작하여 4로 끝나는 범위입니다. 마지막 값인 5는 포함되지 않습니다. ..=5: 정수형의 최소값에서 시작하여 5로 끝나는 범위. 마지막 값인 5를 포함합니다. 시작점이 명시적으로 지정된 처음 세 종류의 범위에 for 루프를 사용할 수 있습니다. 마지막 두 가지 범위 타입은 나중에 다루게 될 다른 상황에서 사용됩니다. 범위의 극단값은 정수 리터럴일 필요는 없습니다—변수나 표현식일 수도 있습니다! 예시: let end = 5;\nlet mut sum = 0; for i in 1..(end + 1) { sum += i;\n}","breadcrumbs":"A Basic Calculator » 루프: for » 범위","id":"58","title":"범위"},"59":{"body":"for 루프 문서 이 과정의 후반부에서 \"반복자\"로 간주되는 것이 무엇인지에 대한 정확한 정의를 제공할 것입니다. 지금은 이를 반복할 수 있는 일련의 값으로 생각하세요. [^weird-ranges]: 다른 타입(예: 문자 및 IP 주소)에도 범위를 사용할 수 있지만 일상적인 Rust 프로그래밍에서는 확실히 정수가 가장 일반적인 경우입니다.","breadcrumbs":"A Basic Calculator » 루프: for » 읽을거리","id":"59","title":"읽을거리"},"6":{"body":"앞으로 건너뛰지마세요! 이 섹션을 시작하기 전에 이전 섹션의 연습을 완료하세요. 이전 섹션은 GitHub 저장소 의 exercises/01_intro/00_welcome에 있습니다. wr 을 사용하여 코스를 시작하고 솔루션을 확인하세요. 이전 작업은 연습으로도 적합하지 않지만 이미 꽤 많은 Rust 문법 을 노출시켰습니다. 이전 연습에서 사용된 Rust 구문을 세세하게 다루지는 않을 것입니다. 대신, 계속 진행할 수 있을 정도만 다루겠습니다. 한 번에 한 걸음 씩!","breadcrumbs":"Welcome » 문법 » 문법","id":"6","title":"문법"},"60":{"body":"이 섹션의 예제는 02_basic_calculator/07_for 에 있습니다","breadcrumbs":"A Basic Calculator » 루프: for » 예제","id":"60","title":"예제"},"61":{"body":"팩토리얼은 매우 빠르게 증가합니다. 예를 들어, 팩토리얼 20은 2,432,902,008,176,640,000입니다. 이는 이미 32비트 정수의 최대값인 2,147,483,647보다 큽니다. 산술 연산의 결과가 주어진 정수 유형의 최대값보다 큰 경우 정수 오버플로우 에 대해 이야기합니다. 정수 오버플로우는 산술 연산 정의를 위반하기 때문에 문제가 됩니다. 주어진 타입의 두 정수 사이의 산술 연산 결과는 동일한 타입의 또 다른 정수여야 합니다. 하지만 _수학적으로 올바른 결과_는 해당 정수 타입에 맞지 않습니다! 결과가 특정 정수 유형의 최소값보다 작은 경우 해당 상황을 정수 언더플로우 라고 합니다. 간결하게 하기 위해 이 섹션의 나머지 부분에서는 정수 오버플로우에 대해서만 설명하겠습니다. 하지만 우리가 말하는 모든 내용은 정수 언더플로우에도 적용된다는 점을 명심하세요. \"변수\" 섹션 에 작성한 speed함수는 일부 입력 조합에 대해 언더플로우됩니다. 예: end가 start보다 작으면 end - start는 결과가 음수로 가정되지만 u32는 음수를 나타낼 수 없으므로 u32 타입으로 언더플로우됩니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 오버플로우","id":"61","title":"오버플로우"},"62":{"body":"한 가지 가능한 접근 방식은 결과를 더 큰 정수 타입으로 자동 승격시키는 것입니다. 예: 두 개의 u8 정수를 합산하고 그 결과가 256(u8::MAX + 1)이라면 Rust는 그 결과를 256을 수용할 만큼 큰 다음 정수 타입인 u16으로 해석하도록 선택할 수 있습니다. 그러나 이전에 논의한 것처럼 Rust는 타입 변환에 대해 매우 까다롭습니다. 자동 정수 승격은 정수 오버플로우 문제에 대한 Rust의 솔루션이 아닙니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 자동 승격 없음","id":"62","title":"자동 승격 없음"},"63":{"body":"자동 승격을 배제했으므로 정수 오버플로우가 발생하면 어떻게 해야 할까요? 이는 두 가지 접근 방식으로 요약됩니다: 작업 거부 예상되는 정수 타입에 맞는 \"합리적인\" 결과를 생각해 보세요","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 대안","id":"63","title":"대안"},"64":{"body":"이것은 가장 보수적인 접근 방식입니다. 정수 오버플로우가 발생하면 프로그램을 중지합니다. 이는 \"패닉\" 섹션 에서 이미 본 메커니즘인 패닉을 통해 수행됩니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 작업 거부","id":"64","title":"작업 거부"},"65":{"body":"산술 연산의 결과가 특정 정수 타입의 최대값보다 큰 경우 wrap around 를 선택할 수 있습니다. 주어진 정수형에 가능한 모든 값을 원으로 생각한다면, wrap around는 최대값에 도달하면 최소값부터 다시 시작한다는 뜻입니다. 예를 들어, 1과 255(=u8::MAX)에 wrapping addition 를 수행하면 결과는 0(=u8::MIN)입니다. 부호 있는 정수로 작업하는 경우에도 동일한 원칙이 적용됩니다. 예: 127(=i8::MAX)에 wrapping와 함께 1을 더하면 -128(=i8::MIN)이 됩니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » \"합리적인\" 결과를 내세요","id":"65","title":"\"합리적인\" 결과를 내세요"},"66":{"body":"Rust를 사용하면 개발자가 정수 오버플로우가 발생할 때 사용할 접근 방식을 선택할 수 있습니다. 동작은 overflow-checks 프로필 설정에 의해 제어됩니다. overflow-checks가 true로 설정되면 Rust는 정수 연산이 오버플로우될 때 런타임에 패닉 을 일으킬 것입니다. overflow-checks가 false로 설정되면 Rust는 정수 연산이 오버플로될 때 wrap around 합니다. 프로필 설정이 무엇인지 궁금하실 겁니다. 그것에 대해 살펴 보겠습니다!","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 오버플로우 검사","id":"66","title":"오버플로우 검사"},"67":{"body":"프로필 은 Rust 코드가 컴파일되는 방식을 사용자 정의하는 데 사용할 수 있는 구성 옵션 세트입니다. Cargo는 dev와 release라는 두 가지 내장 프로필을 제공합니다. dev 프로필은 cargo build, cargo run 또는 cargo test를 실행할 때마다 사용됩니다. 로컬 개발을 목표로 하므로 더 빠른 컴파일 시간과 더 나은 디버깅 환경을 위해 런타임 성능을 희생합니다. 대신 release 프로필은 런타임 성능에 최적화되어 있지만 컴파일 시간이 더 길어집니다. --release 플래그를 통해 명시적으로 요청해야 합니다. cargo build --release 또는 cargo run --release. \"릴리스 모드에서 프로젝트를 빌드하셨나요?\"라는 말은 Rust 커뮤니티에서 거의 밈이 되었습니다. 이는 Rust에 익숙하지 않고 릴리스 모드에서 자신의 프로젝트를 빌드하지 않았다는 사실을 깨닫기도 전에 소셜 미디어(예: Reddit, Twitter 등)에서 Rust의 성능에 대해 불평하는 개발자에게 사용하는 밈입니다. 사용자 정의 프로필을 정의하거나 기본 제공 프로필을 사용자 정의할 수도 있습니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 프로필","id":"67","title":"프로필"},"68":{"body":"기본적으로 overflow-checks는 다음과 같이 설정됩니다: dev 프로필의 경우 true release 프로필의 경우 false 이는 두 프로필의 목표와 일치합니다. dev는 로컬 개발을 목표로 하기 때문에 잠재적인 문제를 조기에 부각시키기 위해 패닉합니다. 반면에 release는 런타임 성능에 맞게 조정됩니다. 오버플로우를 확인하면 프로그램 속도가 느려지므로 wrap around를 선호합니다. 동시에 두 프로파일에 대해 다른 동작을 하면 미묘한 버그가 발생할 수 있습니다. 두 프로파일 모두에서 overflow-check를 사용할 수 있도록 하는 것이 좋습니다. 조용히 잘못된 결과를 내는 것보다 크래시나는 것이 좋습니다. 런타임 성능 문제는 대부분의 경우 무시할 수 있습니다. 성능이 중요한 애플리케이션을 사용하는 경우 벤치마크를 실행하여 감당 가능한 수준인지 결정할 수 있습니다.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » overflow-check","id":"68","title":"overflow-check"},"69":{"body":"Rust의 정수 오버플로에 대한 심층적인 논의는 \"Myths and legends about integer overflow in Rust\" 을 확인하세요.","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 읽을거리","id":"69","title":"읽을거리"},"7":{"body":"한 줄 주석에는 //를 사용할 수 있습니다: // 이것은 한 줄 주석입니다\n// 또 다른 한 줄 주석이 이어집니다","breadcrumbs":"Welcome » 문법 » 코멘트","id":"7","title":"코멘트"},"70":{"body":"이 섹션의 예제는 02_basic_calculator/08_overflow 에 있습니다","breadcrumbs":"A Basic Calculator » 오버플로우와 언더플로우 » 예제","id":"70","title":"예제"},"71":{"body":"overflow-checks는 무뚝뚝한 도구입니다. 전체 프로그램에 영향을 미치는 전역 설정입니다. 상황에 따라 정수 오버플로우를 다르게 처리하려는 경우가 종종 있습니다. 때로는 래핑이 올바른 선택이고, 다른 경우에는 패닉이 더 좋습니다.","breadcrumbs":"A Basic Calculator » 포화 산술 » 사례별 동작","id":"71","title":"사례별 동작"},"72":{"body":"wrapping_ 메소드 [1] 를 사용하여 연산별로 래핑 산술을 선택할 수 있습니다. 예를 들어 wrapping_add를 사용하여 래핑으로 두 개의 정수를 더할 수 있습니다: let x = 255u8;\nlet y = 1u8;\nlet sum = x.wrapping_add(y);\nassert_eq!(sum, 0);","breadcrumbs":"A Basic Calculator » 포화 산술 » wrapping_ 메소드","id":"72","title":"wrapping_ 메소드"},"73":{"body":"또는 saturating_ 메서드를 사용하여 포화 산술 을 선택할 수도 있습니다. 래핑 대신 포화 산술은 정수 타입의 최대값 또는 최소값을 반환합니다. 예시: let x = 255u8;\nlet y = 1u8;\nlet sum = x.saturating_add(y);\nassert_eq!(sum, 255); 255 + 1은 256이며 이는 u8::MAX보다 크므로 결과는 u8::MAX (255)입니다. 언더플로우의 경우 반대가 발생합니다. 0 - 1은 -1이며 이는 u8::MIN보다 작으므로 결과는 u8::MIN (0)입니다. overflow-checks 프로필 설정을 통해 포화 산술을 할 수 없습니다. 산술 연산을 수행할 때 이를 명시적으로 선택해야 합니다. 메소드를 특정 유형에 \"연결된\" 함수로 생각할 수 있습니다. 다음 장에서는 메서드(그리고 이를 정의하는 방법)를 다룰 것입니다.","breadcrumbs":"A Basic Calculator » 포화 산술 » saturating_ 메소드","id":"73","title":"saturating_ 메소드"},"74":{"body":"이 섹션의 예제는 02_basic_calculator/09_saturating 에 있습니다","breadcrumbs":"A Basic Calculator » 포화 산술 » 예제","id":"74","title":"예제"},"75":{"body":"우리는 Rust가 정수에 대해 암묵적인 타입 변환을 수행하지 않는다는 점을 계속해서 반복했습니다. 그렇다면 명시적 변환을 어떻게 수행할까요?","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 변환, pt. 1","id":"75","title":"변환, pt. 1"},"76":{"body":"as 연산자를 사용하여 정수 타입 간에 변환할 수 있습니다. as 변환은 infallible 입니다. 예시: let a: u32 = 10; // `a`를 `u64` 타입으로 캐스트\nlet b = a as u64; // 컴파일러가\n// 올바르게 추론할 수 있는 경우\n// `_`를 대상 타입으로 사용할 수 있습니다. 예시:\nlet c: u64 = a as _; 이 변환의 의미는 여러분이 예상하는 것과 같습니다. 모든 u32 값은 유효한 u64 값입니다.","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » as","id":"76","title":"as"},"77":{"body":"반대 방향으로 가면 상황이 더 흥미로워집니다: // 너무 커서\n// `u8`에 들어갈 수 없는 숫자\nlet a: u16 = 255 + 1;\nlet b = a as u8; as 변환에는 오류가 없기 때문에 이 프로그램은 문제 없이 실행됩니다. 그런데 b의 값은 무엇입니까? 더 큰 정수 타입에서 더 작은 타입으로 전환할 때 Rust 컴파일러는 truncation 을 수행합니다. 무슨 일이 일어나는지 이해하기 위해 256u16이 메모리에 비트 시퀀스로 어떻게 표시되는지부터 살펴보겠습니다: 0 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0\n| | |\n+---------------+---------------+ First 8 bits Last 8 bits u8로 변환할 때 Rust 컴파일러는 u16 메모리 표현의 마지막 8비트를 유지합니다: 0 0 0 0 0 0 0 0 | |\n+---------------+ Last 8 bits 따라서 256 as u8은 0과 같습니다. 그건... 대부분의 시나리오에서 이상적이지 않습니다. 실제로, Rust 컴파일러는 여러분이 리터럴 값을 캐스팅하려고 시도하는 것을 발견하면 적극적으로 여러분을 막으려고 노력할 것입니다: error: literal out of range for `i8` |\n4 | let a = 255 as i8; | ^^^ | = note: the literal `255` does not fit into the type `i8` whose range is `-128..=127` = help: consider using the type `u8` instead = note: `#[deny(overflowing_literals)]` on by default","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » Truncation","id":"77","title":"Truncation"},"78":{"body":"경험상 as 캐스팅할 때는 매우 주의해야 합니다. 더 작은 타입에서 더 큰 타입으로 전환하려면 독점적으로 사용하세요. 더 큰 정수 타입에서 더 작은 정수 타입으로 변환하려면 이 과정의 뒷부분에서 살펴볼 fallible 변환 메커니즘 을 사용하세요.","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 추천하는 방식","id":"78","title":"추천하는 방식"},"79":{"body":"놀라운 동작이 as 캐스팅의 유일한 단점은 아닙니다. as 캐스팅은 상당히 제한적이어서, 원시 타입과 몇 가지 특별한 경우에만 사용할 수 있습니다. 복합 타입으로 작업할 때 나중에 살펴보게 될 다양한 변환 메커니즘( fallible 과 infallible )를 사용해야합니다.","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 한계점","id":"79","title":"한계점"},"8":{"body":"Rust의 함수는 fn 키워드를 사용하여 정의되며 그 뒤에 함수 이름, 입력 매개변수, 반환 유형이 옵니다. 함수 본문은 중괄호 {}로 감싸줍니다. 이전 연습에서는 인사말 기능을 보았습니다: // `fn` \\<function_name> ( <input parameters> ) -> \\<return_type> { <body> }\nfn greeting() -> &'static str { // TODO: fix me 👇 \"I'm ready to \\_\\_!\"\n} greeting에는 입력 매개변수가 없으며 문자열 슬라이스 (&'static str)에 대한 참조를 반환합니다.","breadcrumbs":"Welcome » 문법 » 함수","id":"8","title":"함수"},"80":{"body":"각 소스/타겟 조합에 대한 as 캐스팅의 정확한 동작과 허용되는 변환의 전체 목록을 알아보려면 Rust's official reference 를 확인하세요.","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 읽을거리","id":"80","title":"읽을거리"},"81":{"body":"이 섹션의 예제는 02_basic_calculator/10_as_casting 에 있습니다","breadcrumbs":"A Basic Calculator » 변환: as 캐스팅 » 예제","id":"81","title":"예제"},"82":{"body":"첫 번째 장에서는 Rust의 원시 타입, 연산자 및 기본 흐름 제어 구성 중 일부에 대해 잘 이해할 수 있었을 것입니다. 이번 장에서 우리는 한 단계 더 나아가 Rust를 진정으로 독특하게 만드는 요소인 소유권 을 다룰 것입니다. 소유권은 Rust가 가비지콜렉터 없이도 메모리 안전과 성능을 모두 발휘할 수 있게 해줍니다. 실행 예제로서 소프트웨어 프로젝트에서 버그, 기능 또는 작업을 추적하는 데 사용하는 종류의 (JIRA와 유사한) 티켓을 사용합니다. 우리는 Rust에서 모델링을 시도해 볼 것입니다. 이것은 첫 번째 반복이 될 것입니다. 이 장의 끝까지 완벽하지도 않고 매우 관용적이지도 않을 것입니다. 그래도 충분히 도전할 수 있을 거예요! 앞으로 나아가려면 다음과 같은 몇 가지 새로운 Rust 개념을 선택해야 합니다: struct, 사용자 정의 타입을 정의하는 Rust의 방법 중 하나 소유권, 참조 및 차용 메모리 관리: 스택, 힙, 포인터, 데이터 레이아웃, 소멸자 모듈 및 가시성 문자열","breadcrumbs":"Ticket v1 » 티켓 모델링","id":"82","title":"티켓 모델링"},"83":{"body":"이 섹션의 예제는 03_ticket_v1/00_intro 에 있습니다","breadcrumbs":"Ticket v1 » 예제","id":"83","title":"예제"},"84":{"body":"우리는 각 티켓에 대해 세 가지 정보를 추적해야 합니다: 제목 설명 상태 이를 표현하기 위해 String 을 사용하는 것부터 시작할 수 있습니다. String은 UTF-8로 인코딩된 텍스트를 나타내기 위해 Rust의 표준 라이브러리에 정의된 타입입니다. 하지만 이 세 가지 정보를 어떻게 단일 항목으로 결합 할 수 있을까요?","breadcrumbs":"Ticket v1 » 구조체 » 구조체","id":"84","title":"구조체"},"85":{"body":"struct는 새로운 Rust 타입 을 정의합니다. struct Ticket { title: String, description: String, status: String\n} 구조체는 다른 프로그래밍 언어에서 클래스나 개체라고 부르는 것과 매우 유사합니다.","breadcrumbs":"Ticket v1 » 구조체 » 구조체 정의","id":"85","title":"구조체 정의"},"86":{"body":"새로운 유형은 다른 유형을 필드 로 결합하여 구축됩니다. 각 필드에는 콜론 :으로 구분된 이름과 유형이 있어야 합니다. 필드가 여러 개인 경우 쉼표 ,로 구분합니다. 아래 Configuration 구조체에서 볼 수 있듯이 필드는 동일한 유형일 필요는 없습니다: struct Configuration { version: u32, active: bool\n}","breadcrumbs":"Ticket v1 » 구조체 » 필드 정의","id":"86","title":"필드 정의"},"87":{"body":"각 필드의 값을 지정하여 구조체의 인스턴스를 만들 수 있습니다: // 문법: <StructName> { <field_name>: <value>, ... }\nlet ticket = Ticket { title: \"Build a ticket system\".into(), description: \"Create a system that can manage tickets across a Kanban board\".into(), status: \"Open\".into()\n};","breadcrumbs":"Ticket v1 » 구조체 » 인스턴스화","id":"87","title":"인스턴스화"},"88":{"body":". 연산자를 사용하여 구조체의 필드에 액세스할 수 있습니다: // 필드 접근\nlet x = ticket.description;","breadcrumbs":"Ticket v1 » 구조체 » 필드에 접근하기","id":"88","title":"필드에 접근하기"},"89":{"body":"메서드 를 정의하여 구조체에 동작을 연결할 수 있습니다. 예를 들어 Ticket 구조체를 사용하면 다음과 같습니다: impl Ticket { fn is_open(self) -> bool { self.status == \"Open\" }\n} // 문법:\n// impl <StructName> {\n// fn <method_name>(<parameters>) -> <return_type> {\n// // Method body\n// }\n// } 메소드는 함수와 매우 유사하지만 두 가지 주요 차이점이 있습니다: 메소드는 impl 블록 안에 정의되어야 합니다 메소드는 self를 첫 번째 매개변수로 사용할 수 있습니다. self는 키워드이며 메소드가 호출되는 구조체의 인스턴스를 나타냅니다.","breadcrumbs":"Ticket v1 » 구조체 » 메서드","id":"89","title":"메서드"},"9":{"body":"함수가 아무 것도 반환하지 않으면(즉, Rust의 단위 유형인 ()를 반환하는 경우) 반환 유형을 시그니처에서 생략할 수 있습니다. 이것이 test_welcome 함수에서 있었던 일입니다: fn test_welcome() { assert_eq!(greeting(), \"I'm ready to learn Rust!\");\n} 위의 내용은 다음과 동일합니다: // Spelling out the unit return type explicitly\n// 👇\nfn test_welcome() -> () { assert_eq!(greeting(), \"I'm ready to learn Rust!\");\n}","breadcrumbs":"Welcome » 문법 » 반환 유형","id":"9","title":"반환 유형"},"90":{"body":"메소드가 self를 첫 번째 매개변수로 사용하는 경우 메서드 호출 문법 을 사용하여 호출할 수 있습니다: // 메소드 호출 문법: <instance>.<method_name>(<parameters>)\nlet is_open = ticket.is_open(); 이는 이전 장에서 u32 값에 대해 포화 산술 연산을 수행하는 데 사용한 것과 동일한 호출 문법입니다.","breadcrumbs":"Ticket v1 » 구조체 » self","id":"90","title":"self"},"91":{"body":"메소드가 self를 첫 번째 매개변수로 사용하지 않으면 정적 메서드 입니다. struct Configuration { version: u32, active: bool\n} impl Configuration { // `default`는 `Configuration`의 정적 메서드입니다. fn default() -> Configuration { Configuration { version: 0, active: false } }\n} 정적 메서드를 호출하는 유일한 방법은 함수 호출 문법 을 사용하는 것입니다: // 함수 호출 문법: <StructName>::<method_name>(<parameters>)\nlet default_config = Configuration::default();","breadcrumbs":"Ticket v1 » 구조체 » 정적 메서드","id":"91","title":"정적 메서드"},"92":{"body":"self를 첫 번째 매개변수로 사용하는 메소드의 경우에도 함수 호출 문법을 사용할 수 있습니다: // 함수 호출 문법: <StructName>::<method_name>(<instance>, <parameters>)\nlet is_open = 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