Syntax:
Module :
modIDENTIFIER;
|modIDENTIFIER{
InnerAttribute*
Item*
}
A module is a container for zero or more items.
A module item is a module, surrounded in braces, named, and prefixed with the keyword mod. A module item introduces a new, named module into the tree of modules making up a crate. Modules can nest arbitrarily.
An example of a module:
# #![allow(unused_variables)]
#fn main() {
mod math {
type Complex = (f64, f64);
fn sin(f: f64) -> f64 {
/* ... */
# panic!();
}
fn cos(f: f64) -> f64 {
/* ... */
# panic!();
}
fn tan(f: f64) -> f64 {
/* ... */
# panic!();
}
}
#} Modules and types share the same namespace. Declaring a named type with the same name as a module in scope is forbidden: that is, a type definition, trait, struct, enumeration, union, type parameter or crate can't shadow the name of a module in scope, or vice versa. Items brought into scope with use also have this restriction.
A module without a body is loaded from an external file, by default with the same name as the module, plus the .rs extension. When a nested submodule is loaded from an external file, it is loaded from a subdirectory path that mirrors the module hierarchy.
// Load the `vec` module from `vec.rs`
mod vec;
mod thread {
// Load the `local_data` module from `thread/local_data.rs`
// or `thread/local_data/mod.rs`.
mod local_data;
}
The directories and files used for loading external file modules can be influenced with the path attribute.
#[path = "thread_files"]
mod thread {
// Load the `local_data` module from `thread_files/tls.rs`
#[path = "tls.rs"]
mod local_data;
}
© 2010 The Rust Project Developers
Licensed under the Apache License, Version 2.0 or the MIT license, at your option.
https://doc.rust-lang.org/reference/items/modules.html