3 ms·
+1 to the code examples. Rust's type systems tells you a lot on its own about what you can and cannot do, but it's often unclear as to what you should do. Which
by _bxg1 7y ago
+1 to the code examples. Rust's type systems tells you a lot on its own about what you can and cannot do, but it's often unclear as to what you should do. Which struct should I be starting with? Should I be constructing Foo directly or though a utility function provided in a different module? Which of these modules has what I need to do what I came here to do, as opposed to advanced/optional features that most people won't care about?
Even just a single example of the most common use-case does wonders for usability. Even if it's not quite what you need, it tells you about the conventions and gives you things you can maybe swap out with other things in the crate as needed.