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<ul class="chapter"><li class="affix"><a href="README.html" class="active">Introduction</a></li><li><a href="getting-started.html"><strong>1.</strong> Getting Started</a></li><li><a href="guessing-game.html"><strong>2.</strong> Tutorial: Guessing Game</a></li><li><a href="syntax-and-semantics.html"><strong>3.</strong> Syntax and Semantics</a></li><li><ul class="section"><li><a href="variable-bindings.html"><strong>3.1.</strong> Variable Bindings</a></li><li><a href="functions.html"><strong>3.2.</strong> Functions</a></li><li><a href="primitive-types.html"><strong>3.3.</strong> Primitive Types</a></li><li><a href="comments.html"><strong>3.4.</strong> Comments</a></li><li><a href="if.html"><strong>3.5.</strong> if</a></li><li><a href="loops.html"><strong>3.6.</strong> Loops</a></li><li><a href="vectors.html"><strong>3.7.</strong> Vectors</a></li><li><a href="ownership.html"><strong>3.8.</strong> Ownership</a></li><li><a href="references-and-borrowing.html"><strong>3.9.</strong> References and Borrowing</a></li><li><a href="lifetimes.html"><strong>3.10.</strong> Lifetimes</a></li><li><a href="mutability.html"><strong>3.11.</strong> Mutability</a></li><li><a href="structs.html"><strong>3.12.</strong> Structs</a></li><li><a href="enums.html"><strong>3.13.</strong> Enums</a></li><li><a href="match.html"><strong>3.14.</strong> Match</a></li><li><a href="patterns.html"><strong>3.15.</strong> Patterns</a></li><li><a href="method-syntax.html"><strong>3.16.</strong> Method Syntax</a></li><li><a href="strings.html"><strong>3.17.</strong> Strings</a></li><li><a href="generics.html"><strong>3.18.</strong> Generics</a></li><li><a href="traits.html"><strong>3.19.</strong> Traits</a></li><li><a href="drop.html"><strong>3.20.</strong> Drop</a></li><li><a href="if-let.html"><strong>3.21.</strong> if let</a></li><li><a href="trait-objects.html"><strong>3.22.</strong> Trait Objects</a></li><li><a href="closures.html"><strong>3.23.</strong> Closures</a></li><li><a href="ufcs.html"><strong>3.24.</strong> Universal Function Call Syntax</a></li><li><a href="crates-and-modules.html"><strong>3.25.</strong> Crates and Modules</a></li><li><a href="const-and-static.html"><strong>3.26.</strong> <code>const</code> and <code>static</code></a></li><li><a href="attributes.html"><strong>3.27.</strong> Attributes</a></li><li><a href="type-aliases.html"><strong>3.28.</strong> <code>type</code> aliases</a></li><li><a href="casting-between-types.html"><strong>3.29.</strong> Casting between types</a></li><li><a href="associated-types.html"><strong>3.30.</strong> Associated Types</a></li><li><a href="unsized-types.html"><strong>3.31.</strong> Unsized Types</a></li><li><a href="operators-and-overloading.html"><strong>3.32.</strong> Operators and Overloading</a></li><li><a href="deref-coercions.html"><strong>3.33.</strong> Deref coercions</a></li><li><a href="macros.html"><strong>3.34.</strong> Macros</a></li><li><a href="raw-pointers.html"><strong>3.35.</strong> Raw Pointers</a></li><li><a href="unsafe.html"><strong>3.36.</strong> <code>unsafe</code></a></li></ul></li><li><a href="effective-rust.html"><strong>4.</strong> Effective Rust</a></li><li><ul class="section"><li><a href="the-stack-and-the-heap.html"><strong>4.1.</strong> The Stack and the Heap</a></li><li><a href="testing.html"><strong>4.2.</strong> Testing</a></li><li><a href="conditional-compilation.html"><strong>4.3.</strong> Conditional Compilation</a></li><li><a href="documentation.html"><strong>4.4.</strong> Documentation</a></li><li><a href="iterators.html"><strong>4.5.</strong> Iterators</a></li><li><a href="concurrency.html"><strong>4.6.</strong> Concurrency</a></li><li><a href="error-handling.html"><strong>4.7.</strong> Error Handling</a></li><li><a href="choosing-your-guarantees.html"><strong>4.8.</strong> Choosing your Guarantees</a></li><li><a href="ffi.html"><strong>4.9.</strong> FFI</a></li><li><a href="borrow-and-asref.html"><strong>4.10.</strong> Borrow and AsRef</a></li><li><a href="release-channels.html"><strong>4.11.</strong> Release Channels</a></li><li><a href="using-rust-without-the-standard-library.html"><strong>4.12.</strong> Using Rust without the standard library</a></li><li><a href="procedural-macros.html"><strong>4.13.</strong> Procedural Macros (and custom derive)</a></li></ul></li><li><a href="glossary.html"><strong>5.</strong> Glossary</a></li><li><a href="syntax-index.html"><strong>6.</strong> Syntax Index</a></li><li><a href="bibliography.html"><strong>7.</strong> Bibliography</a></li></ul>
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<h1 class="menu-title">The Rust Programming Language</h1>

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<a class="header" href="README.html#the-rust-programming-language" id="the-rust-programming-language"><h1>The Rust Programming Language</h1></a>
<p>Welcome! This book will teach you about the <a href="https://www.rust-lang.org">Rust Programming Language</a>.
Rust is a systems programming language focused on three goals: safety, speed,
and concurrency. It maintains these goals without having a garbage collector,
making it a useful language for a number of use cases other languages aren’t
good at: embedding in other languages, programs with specific space and time
requirements, and writing low-level code, like device drivers and operating
systems. It improves on current languages targeting this space by having a
number of compile-time safety checks that produce no runtime overhead, while
eliminating all data races. Rust also aims to achieve ‘zero-cost abstractions’
even though some of these abstractions feel like those of a high-level language.
Even then, Rust still allows precise control like a low-level language would.</p>
<p>“The Rust Programming Language” is split into chapters. This introduction
is the first. After this:</p>
<ul>
<li><a href="getting-started.html">Getting started</a> - Set up your computer for Rust development.</li>
<li><a href="guessing-game.html">Tutorial: Guessing Game</a> - Learn some Rust with a small project.</li>
<li><a href="syntax-and-semantics.html">Syntax and Semantics</a> - Each bit of Rust, broken down into small chunks.</li>
<li><a href="effective-rust.html">Effective Rust</a> - Higher-level concepts for writing excellent Rust code.</li>
<li><a href="glossary.html">Glossary</a> - A reference of terms used in the book.</li>
<li><a href="bibliography.html">Bibliography</a> - Background on Rust's influences, papers about Rust.</li>
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<a class="header" href="README.html#contributing" id="contributing"><h3>Contributing</h3></a>
<p>The source files from which this book is generated can be found on
<a href="https://github.com/rust-lang/book/tree/master/first-edition/src">GitHub</a>.</p>

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