Modules

The new method you've just defined is trying to enforce some constraints on the field values for Ticket. But are those invariants really enforced? What prevents a developer from creating a Ticket without going through Ticket::new?

To get proper encapsulation you need to become familiar with two new concepts: visibility and modules. Let's start with modules.

What is a module?

In Rust a module is a way to group related code together, under a common namespace (i.e. the module's name).
You've already seen modules in action: the unit tests that verify the correctness of your code are defined in a different module, named tests.

#![allow(unused)]
fn main() {
#[cfg(test)]
mod tests {
    // [...]
}
}

Inline modules

The tests module above is an example of an inline module: the module declaration (mod tests) and the module contents (the stuff inside { ... }) are next to each other.

Module tree

Modules can be nested, forming a tree structure.
The root of the tree is the crate itself, which is the top-level module that contains all the other modules. For a library crate, the root module is usually src/lib.rs (unless its location has been customized). The root module is also known as the crate root.

The crate root can have submodules, which in turn can have their own submodules, and so on.

External modules and the filesystem

Inline modules are useful for small pieces of code, but as your project grows you'll want to split your code into multiple files. In the parent module, you declare the existence of a submodule using the mod keyword.

#![allow(unused)]
fn main() {
mod dog;
}

cargo, Rust's build tool, is then in charge of finding the file that contains the module implementation.
If your module is declared in the root of your crate (e.g. src/lib.rs or src/main.rs), cargo expects the file to be named either:

  • src/<module_name>.rs
  • src/<module_name>/mod.rs

If your module is a submodule of another module, the file should be named:

  • [..]/<parent_module>/<module_name>.rs
  • [..]/<parent_module>/<module_name>/mod.rs

E.g. src/animals/dog.rs or src/animals/dog/mod.rs if dog is a submodule of animals.

Your IDE might help you create these files automatically when you declare a new module using the mod keyword.

Item paths and use statements

You can access items defined in the same module without any special syntax. You just use their name.

#![allow(unused)]
fn main() {
struct Ticket {
    // [...]
}

// No need to qualify `Ticket` in any way here
// because we're in the same module
fn mark_ticket_as_done(ticket: Ticket) {
    // [...]
}
}

That's not the case if you want to access an entity from a different module.
You have to use a path pointing to the entity you want to access.

You can compose the path in various ways:

  • starting from the root of the current crate, e.g. crate::module_1::module_2::MyStruct
  • starting from the parent module, e.g. super::my_function
  • starting from the current module, e.g. sub_module_1::MyStruct

Having to write the full path every time you want to refer to a type can be cumbersome. To make your life easier, you can introduce a use statement to bring the entity into scope.

#![allow(unused)]
fn main() {
// Bring `MyStruct` into scope
use crate::module_1::module_2::MyStruct;

// Now you can refer to `MyStruct` directly
fn a_function(s: MyStruct) {
     // [...]
}
}

Star imports

You can also import all the items from a module with a single use statement.

#![allow(unused)]
fn main() {
use crate::module_1::module_2::*;
}

This is known as a star import.
It is generally discouraged because it can pollute the current namespace, making it hard to understand where each name comes from and potentially introducing name conflicts.
Nonetheless, it can be useful in some cases, like when writing unit tests. You might have noticed that most of our test modules start with a use super::*; statement to bring all the items from the parent module (the one being tested) into scope.

Exercise

The exercise for this section is located in 03_ticket_v1/03_modules