Programming a Guessing Game
Let’s jump into Rust by working through a hands-on project together! This
chapter introduces you to a few common Rust concepts by showing you how to use
them in a real program. You’ll learn about let
, match
, methods, associated
functions, external crates, and more! In the following chapters, we’ll explore
these ideas in more detail. In this chapter, you’ll just practice the
fundamentals.
We’ll implement a classic beginner programming problem: a guessing game. Here’s how it works: the program will generate a random integer between 1 and 100. It will then prompt the player to enter a guess. After a guess is entered, the program will indicate whether the guess is too low or too high. If the guess is correct, the game will print a congratulatory message and exit.
Setting Up a New Project
To set up a new project, go to the projects directory that you created in Chapter 1 and make a new project using Cargo, like so:
$ cargo new guessing_game
$ cd guessing_game
The first command, cargo new
, takes the name of the project (guessing_game
)
as the first argument. The second command changes to the new project’s
directory.
Look at the generated Cargo.toml file:
Filename: Cargo.toml
[package]
name = "guessing_game"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
As you saw in Chapter 1, cargo new
generates a “Hello, world!” program for
you. Check out the src/main.rs file:
Filename: src/main.rs
fn main() { println!("Hello, world!"); }
Now let’s compile this “Hello, world!” program and run it in the same step
using the cargo run
command:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Finished `dev` profile [unoptimized + debuginfo] target(s) in 1.50s
Running `target/debug/guessing_game`
Hello, world!
The run
command comes in handy when you need to rapidly iterate on a project,
as we’ll do in this game, quickly testing each iteration before moving on to
the next one.
Reopen the src/main.rs file. You’ll be writing all the code in this file.
Processing a Guess
The first part of the guessing game program will ask for user input, process that input, and check that the input is in the expected form. To start, we’ll allow the player to input a guess. Enter the code in Listing 2-1 into src/main.rs.
This code contains a lot of information, so let’s go over it line by line. To
obtain user input and then print the result as output, we need to bring the
io
input/output library into scope. The io
library comes from the standard
library, known as std
:
use std::io;
fn main() {
println!("Guess the number!");
println!("Please input your guess.");
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
println!("You guessed: {}", guess);
}
By default, Rust has a set of items defined in the standard library that it brings into the scope of every program. This set is called the prelude, and you can see everything in it in the standard library documentation.
If a type you want to use isn’t in the prelude, you have to bring that type
into scope explicitly with a use
statement. Using the std::io
library
provides you with a number of useful features, including the ability to accept
user input.
As you saw in Chapter 1, the main
function is the entry point into the
program:
use std::io;
fn main() {
println!("Guess the number!");
println!("Please input your guess.");
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
println!("You guessed: {}", guess);
}
The fn
syntax declares a new function; the parentheses, ()
, indicate there
are no parameters; and the curly bracket, {
, starts the body of the function.
As you also learned in Chapter 1, println!
is a macro that prints a string to
the screen:
use std::io;
fn main() {
println!("Guess the number!");
println!("Please input your guess.");
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
println!("You guessed: {}", guess);
}
This code is printing a prompt stating what the game is and requesting input from the user.
Storing Values with Variables
Next, we’ll create a variable to store the user input, like this:
use std::io;
fn main() {
println!("Guess the number!");
println!("Please input your guess.");
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
println!("You guessed: {}", guess);
}
Now the program is getting interesting! There’s a lot going on in this little
line. We use the let
statement to create the variable. Here’s another example:
let apples = 5;
This line creates a new variable named apples
and binds it to the value 5. In
Rust, variables are immutable by default, meaning once we give the variable a
value, the value won’t change. We’ll be discussing this concept in detail in
the “Variables and Mutability”
section in Chapter 3. To make a variable mutable, we add mut
before the
variable name:
let apples = 5; // immutable
let mut bananas = 5; // mutable
Note: The //
syntax starts a comment that continues until the end of the
line. Rust ignores everything in comments. We’ll discuss comments in more
detail in Chapter 3.
Returning to the guessing game program, you now know that let mut guess
will
introduce a mutable variable named guess
. The equal sign (=
) tells Rust we
want to bind something to the variable now. On the right of the equal sign is
the value that guess
is bound to, which is the result of calling
String::new
, a function that returns a new instance of a String
.
String
is a string type provided by the standard
library that is a growable, UTF-8 encoded bit of text.
The ::
syntax in the ::new
line indicates that new
is an associated
function of the String
type. An associated function is a function that’s
implemented on a type, in this case String
. This new
function creates a
new, empty string. You’ll find a new
function on many types because it’s a
common name for a function that makes a new value of some kind.
In full, the let mut guess = String::new();
line has created a mutable
variable that is currently bound to a new, empty instance of a String
. Whew!
Receiving User Input
Recall that we included the input/output functionality from the standard
library with use std::io;
on the first line of the program. Now we’ll call
the stdin
function from the io
module, which will allow us to handle user
input:
use std::io;
fn main() {
println!("Guess the number!");
println!("Please input your guess.");
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
println!("You guessed: {}", guess);
}
If we hadn’t imported the io
library with use std::io;
at the beginning of
the program, we could still use the function by writing this function call as
std::io::stdin
. The stdin
function returns an instance of
std::io::Stdin
, which is a type that represents a
handle to the standard input for your terminal.
Next, the line .read_line(&mut guess)
calls the read_line
method on the standard input handle to get input from the user.
We’re also passing &mut guess
as the argument to read_line
to tell it what
string to store the user input in. The full job of read_line
is to take
whatever the user types into standard input and append that into a string
(without overwriting its contents), so we therefore pass that string as an
argument. The string argument needs to be mutable so the method can change the
string’s content.
The &
indicates that this argument is a reference, which gives you a way to
let multiple parts of your code access one piece of data without needing to
copy that data into memory multiple times. References are a complex feature,
and one of Rust’s major advantages is how safe and easy it is to use
references. You don’t need to know a lot of those details to finish this
program. For now, all you need to know is that, like variables, references are
immutable by default. Hence, you need to write &mut guess
rather than
&guess
to make it mutable. (Chapter 4 will explain references more
thoroughly.)
Handling Potential Failure with Result
We’re still working on this line of code. We’re now discussing a third line of text, but note that it’s still part of a single logical line of code. The next part is this method:
use std::io;
fn main() {
println!("Guess the number!");
println!("Please input your guess.");
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
println!("You guessed: {}", guess);
}
We could have written this code as:
io::stdin().read_line(&mut guess).expect("Failed to read line");
However, one long line is difficult to read, so it’s best to divide it. It’s
often wise to introduce a newline and other whitespace to help break up long
lines when you call a method with the .method_name()
syntax. Now let’s
discuss what this line does.
As mentioned earlier, read_line
puts whatever the user enters into the string
we pass to it, but it also returns a Result
value. Result
is an enumeration, often called an enum,
which is a type that can be in one of multiple possible states. We call each
possible state a variant.
Chapter 6 will cover enums in more detail. The purpose
of these Result
types is to encode error-handling information.
Result
’s variants are Ok
and Err
. The Ok
variant indicates the
operation was successful, and inside Ok
is the successfully generated value.
The Err
variant means the operation failed, and Err
contains information
about how or why the operation failed.
Values of the Result
type, like values of any type, have methods defined on
them. An instance of Result
has an expect
method
that you can call. If this instance of Result
is an Err
value, expect
will cause the program to crash and display the message that you passed as an
argument to expect
. If the read_line
method returns an Err
, it would
likely be the result of an error coming from the underlying operating system.
If this instance of Result
is an Ok
value, expect
will take the return
value that Ok
is holding and return just that value to you so you can use it.
In this case, that value is the number of bytes in the user’s input.
If you don’t call expect
, the program will compile, but you’ll get a warning:
$ cargo build
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
warning: unused `Result` that must be used
--> src/main.rs:10:5
|
10 | io::stdin().read_line(&mut guess);
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
= note: this `Result` may be an `Err` variant, which should be handled
= note: `#[warn(unused_must_use)]` on by default
help: use `let _ = ...` to ignore the resulting value
|
10 | let _ = io::stdin().read_line(&mut guess);
| +++++++
warning: `guessing_game` (bin "guessing_game") generated 1 warning
Finished `dev` profile [unoptimized + debuginfo] target(s) in 0.59s
Rust warns that you haven’t used the Result
value returned from read_line
,
indicating that the program hasn’t handled a possible error.
The right way to suppress the warning is to actually write error-handling code,
but in our case we just want to crash this program when a problem occurs, so we
can use expect
. You’ll learn about recovering from errors in Chapter
9.
Printing Values with println!
Placeholders
Aside from the closing curly bracket, there’s only one more line to discuss in the code so far:
use std::io;
fn main() {
println!("Guess the number!");
println!("Please input your guess.");
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
println!("You guessed: {}", guess);
}
This line prints the string that now contains the user’s input. The {}
set of
curly brackets is a placeholder: think of {}
as little crab pincers that hold
a value in place. When printing the value of a variable, the variable name can
go inside the curly brackets. When printing the result of evaluating an
expression, place empty curly brackets in the format string, then follow the
format string with a comma-separated list of expressions to print in each empty
curly bracket placeholder in the same order. Printing a variable and the result
of an expression in one call to println!
would look like this:
#![allow(unused)] fn main() { let x = 5; let y = 10; println!("x = {x} and y + 2 = {}", y + 2); }
This code would print x = 5 and y + 2 = 12
.
Testing the First Part
Let’s test the first part of the guessing game. Run it using cargo run
:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Finished dev [unoptimized + debuginfo] target(s) in 6.44s
Running `target/debug/guessing_game`
Guess the number!
Please input your guess.
6
You guessed: 6
At this point, the first part of the game is done: we’re getting input from the keyboard and then printing it.
Generating a Secret Number
Next, we need to generate a secret number that the user will try to guess. The
secret number should be different every time so the game is fun to play more
than once. We’ll use a random number between 1 and 100 so the game isn’t too
difficult. Rust doesn’t yet include random number functionality in its standard
library. However, the Rust team does provide a rand
crate with
said functionality.
Using a Crate to Get More Functionality
Remember that a crate is a collection of Rust source code files. The project
we’ve been building is a binary crate, which is an executable. The rand
crate is a library crate, which contains code that is intended to be used in
other programs and can’t be executed on its own.
Cargo’s coordination of external crates is where Cargo really shines. Before we
can write code that uses rand
, we need to modify the Cargo.toml file to
include the rand
crate as a dependency. Open that file now and add the
following line to the bottom, beneath the [dependencies]
section header that
Cargo created for you. Be sure to specify rand
exactly as we have here, with
this version number, or the code examples in this tutorial may not work:
Filename: Cargo.toml
[dependencies]
rand = "0.8.5"
In the Cargo.toml file, everything that follows a header is part of that
section that continues until another section starts. In [dependencies]
you
tell Cargo which external crates your project depends on and which versions of
those crates you require. In this case, we specify the rand
crate with the
semantic version specifier 0.8.5
. Cargo understands Semantic
Versioning (sometimes called SemVer), which is a
standard for writing version numbers. The specifier 0.8.5
is actually
shorthand for ^0.8.5
, which means any version that is at least 0.8.5 but
below 0.9.0.
Cargo considers these versions to have public APIs compatible with version 0.8.5, and this specification ensures you’ll get the latest patch release that will still compile with the code in this chapter. Any version 0.9.0 or greater is not guaranteed to have the same API as what the following examples use.
Now, without changing any of the code, let’s build the project, as shown in Listing 2-2.
You may see different version numbers (but they will all be compatible with the code, thanks to SemVer!) and different lines (depending on the operating system), and the lines may be in a different order.
When we include an external dependency, Cargo fetches the latest versions of everything that dependency needs from the registry, which is a copy of data from Crates.io. Crates.io is where people in the Rust ecosystem post their open source Rust projects for others to use.
After updating the registry, Cargo checks the [dependencies]
section and
downloads any crates listed that aren’t already downloaded. In this case,
although we only listed rand
as a dependency, Cargo also grabbed other crates
that rand
depends on to work. After downloading the crates, Rust compiles
them and then compiles the project with the dependencies available.
If you immediately run cargo build
again without making any changes, you
won’t get any output aside from the Finished
line. Cargo knows it has already
downloaded and compiled the dependencies, and you haven’t changed anything
about them in your Cargo.toml file. Cargo also knows that you haven’t changed
anything about your code, so it doesn’t recompile that either. With nothing to
do, it simply exits.
If you open the src/main.rs file, make a trivial change, and then save it and build again, you’ll only see two lines of output:
$ cargo build
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Finished dev [unoptimized + debuginfo] target(s) in 2.53 secs
These lines show that Cargo only updates the build with your tiny change to the src/main.rs file. Your dependencies haven’t changed, so Cargo knows it can reuse what it has already downloaded and compiled for those.
Ensuring Reproducible Builds with the Cargo.lock File
Cargo has a mechanism that ensures you can rebuild the same artifact every time
you or anyone else builds your code: Cargo will use only the versions of the
dependencies you specified until you indicate otherwise. For example, say that
next week version 0.8.6 of the rand
crate comes out, and that version
contains an important bug fix, but it also contains a regression that will
break your code. To handle this, Rust creates the Cargo.lock file the first
time you run cargo build
, so we now have this in the guessing_game
directory.
When you build a project for the first time, Cargo figures out all the versions of the dependencies that fit the criteria and then writes them to the Cargo.lock file. When you build your project in the future, Cargo will see that the Cargo.lock file exists and will use the versions specified there rather than doing all the work of figuring out versions again. This lets you have a reproducible build automatically. In other words, your project will remain at 0.8.5 until you explicitly upgrade, thanks to the Cargo.lock file. Because the Cargo.lock file is important for reproducible builds, it’s often checked into source control with the rest of the code in your project.
Updating a Crate to Get a New Version
When you do want to update a crate, Cargo provides the command update
,
which will ignore the Cargo.lock file and figure out all the latest versions
that fit your specifications in Cargo.toml. Cargo will then write those
versions to the Cargo.lock file. In this case, Cargo will only look for
versions greater than 0.8.5 and less than 0.9.0. If the rand
crate has
released the two new versions 0.8.6 and 0.9.0, you would see the following if
you ran cargo update
:
$ cargo update
Updating crates.io index
Updating rand v0.8.5 -> v0.8.6
Cargo ignores the 0.9.0 release. At this point, you would also notice a change
in your Cargo.lock file noting that the version of the rand
crate you are
now using is 0.8.6. To use rand
version 0.9.0 or any version in the 0.9.x
series, you’d have to update the Cargo.toml file to look like this instead:
[dependencies]
rand = "0.9.0"
The next time you run cargo build
, Cargo will update the registry of crates
available and reevaluate your rand
requirements according to the new version
you have specified.
There’s a lot more to say about Cargo and its ecosystem, which we’ll discuss in Chapter 14, but for now, that’s all you need to know. Cargo makes it very easy to reuse libraries, so Rustaceans are able to write smaller projects that are assembled from a number of packages.
Generating a Random Number
Let’s start using rand
to generate a number to guess. The next step is to
update src/main.rs, as shown in Listing 2-3.
First we add the line use rand::Rng;
. The Rng
trait defines methods that
random number generators implement, and this trait must be in scope for us to
use those methods. Chapter 10 will cover traits in detail.
Next, we’re adding two lines in the middle. In the first line, we call the
rand::thread_rng
function that gives us the particular random number
generator we’re going to use: one that is local to the current thread of
execution and is seeded by the operating system. Then we call the gen_range
method on the random number generator. This method is defined by the Rng
trait that we brought into scope with the use rand::Rng;
statement. The
gen_range
method takes a range expression as an argument and generates a
random number in the range. The kind of range expression we’re using here takes
the form start..=end
and is inclusive on the lower and upper bounds, so we
need to specify 1..=100
to request a number between 1 and 100.
Note: You won’t just know which traits to use and which methods and functions
to call from a crate, so each crate has documentation with instructions for
using it. Another neat feature of Cargo is that running the cargo doc --open
command will build documentation provided by all your dependencies
locally and open it in your browser. If you’re interested in other
functionality in the rand
crate, for example, run cargo doc --open
and
click rand
in the sidebar on the left.
The second new line prints the secret number. This is useful while we’re developing the program to be able to test it, but we’ll delete it from the final version. It’s not much of a game if the program prints the answer as soon as it starts!
Try running the program a few times:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Finished dev [unoptimized + debuginfo] target(s) in 2.53s
Running `target/debug/guessing_game`
Guess the number!
The secret number is: 7
Please input your guess.
4
You guessed: 4
$ cargo run
Finished dev [unoptimized + debuginfo] target(s) in 0.02s
Running `target/debug/guessing_game`
Guess the number!
The secret number is: 83
Please input your guess.
5
You guessed: 5
You should get different random numbers, and they should all be numbers between 1 and 100. Great job!
Comparing the Guess to the Secret Number
Now that we have user input and a random number, we can compare them. That step is shown in Listing 2-4. Note that this code won’t compile just yet, as we will explain.
First we add another use
statement, bringing a type called
std::cmp::Ordering
into scope from the standard library. The Ordering
type
is another enum and has the variants Less
, Greater
, and Equal
. These are
the three outcomes that are possible when you compare two values.
Then we add five new lines at the bottom that use the Ordering
type. The
cmp
method compares two values and can be called on anything that can be
compared. It takes a reference to whatever you want to compare with: here it’s
comparing guess
to secret_number
. Then it returns a variant of the
Ordering
enum we brought into scope with the use
statement. We use a
match
expression to decide what to do next based on
which variant of Ordering
was returned from the call to cmp
with the values
in guess
and secret_number
.
A match
expression is made up of arms. An arm consists of a pattern to
match against, and the code that should be run if the value given to match
fits that arm’s pattern. Rust takes the value given to match
and looks
through each arm’s pattern in turn. Patterns and the match
construct are
powerful Rust features: they let you express a variety of situations your code
might encounter and they make sure you handle them all. These features will be
covered in detail in Chapter 6 and Chapter 19, respectively.
Let’s walk through an example with the match
expression we use here. Say that
the user has guessed 50 and the randomly generated secret number this time is
38.
When the code compares 50 to 38, the cmp
method will return
Ordering::Greater
because 50 is greater than 38. The match
expression gets
the Ordering::Greater
value and starts checking each arm’s pattern. It looks
at the first arm’s pattern, Ordering::Less
, and sees that the value
Ordering::Greater
does not match Ordering::Less
, so it ignores the code in
that arm and moves to the next arm. The next arm’s pattern is
Ordering::Greater
, which does match Ordering::Greater
! The associated
code in that arm will execute and print Too big!
to the screen. The match
expression ends after the first successful match, so it won’t look at the last
arm in this scenario.
However, the code in Listing 2-4 won’t compile yet. Let’s try it:
$ cargo build
Compiling libc v0.2.86
Compiling getrandom v0.2.2
Compiling cfg-if v1.0.0
Compiling ppv-lite86 v0.2.10
Compiling rand_core v0.6.2
Compiling rand_chacha v0.3.0
Compiling rand v0.8.5
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
error[E0308]: mismatched types
--> src/main.rs:22:21
|
22 | match guess.cmp(&secret_number) {
| --- ^^^^^^^^^^^^^^ expected `&String`, found `&{integer}`
| |
| arguments to this method are incorrect
|
= note: expected reference `&String`
found reference `&{integer}`
note: method defined here
--> file:///home/.rustup/toolchains/1.82/lib/rustlib/src/rust/library/core/src/cmp.rs:838:8
|
838 | fn cmp(&self, other: &Self) -> Ordering;
| ^^^
For more information about this error, try `rustc --explain E0308`.
error: could not compile `guessing_game` (bin "guessing_game") due to 1 previous error
The core of the error states that there are mismatched types. Rust has a
strong, static type system. However, it also has type inference. When we wrote
let mut guess = String::new()
, Rust was able to infer that guess
should be
a String
and didn’t make us write the type. The secret_number
, on the other
hand, is a number type. A few of Rust’s number types can have a value between 1
and 100: i32
, a 32-bit number; u32
, an unsigned 32-bit number; i64
, a
64-bit number; as well as others. Unless otherwise specified, Rust defaults to
an i32
, which is the type of secret_number
unless you add type information
elsewhere that would cause Rust to infer a different numerical type. The reason
for the error is that Rust cannot compare a string and a number type.
Ultimately, we want to convert the String
the program reads as input into a
number type so we can compare it numerically to the secret number. We do so by
adding this line to the main
function body:
Filename: src/main.rs
use rand::Rng;
use std::cmp::Ordering;
use std::io;
fn main() {
println!("Guess the number!");
let secret_number = rand::thread_rng().gen_range(1..=100);
println!("The secret number is: {secret_number}");
println!("Please input your guess.");
// --snip--
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
let guess: u32 = guess.trim().parse().expect("Please type a number!");
println!("You guessed: {guess}");
match guess.cmp(&secret_number) {
Ordering::Less => println!("Too small!"),
Ordering::Greater => println!("Too big!"),
Ordering::Equal => println!("You win!"),
}
}
The line is:
let guess: u32 = guess.trim().parse().expect("Please type a number!");
We create a variable named guess
. But wait, doesn’t the program already have
a variable named guess
? It does, but helpfully Rust allows us to shadow the
previous value of guess
with a new one. Shadowing lets us reuse the guess
variable name rather than forcing us to create two unique variables, such as
guess_str
and guess
, for example. We’ll cover this in more detail in
Chapter 3, but for now, know that this feature is
often used when you want to convert a value from one type to another type.
We bind this new variable to the expression guess.trim().parse()
. The guess
in the expression refers to the original guess
variable that contained the
input as a string. The trim
method on a String
instance will eliminate any
whitespace at the beginning and end, which we must do to be able to compare the
string to the u32
, which can only contain numerical data. The user must press
enter to satisfy read_line
and input their guess, which adds a
newline character to the string. For example, if the user types 5 and
presses enter, guess
looks like this: 5\n
. The \n
represents
“newline.” (On Windows, pressing enter results in a carriage return
and a newline, \r\n
.) The trim
method eliminates \n
or \r\n
, resulting
in just 5
.
The parse
method on strings converts a string to
another type. Here, we use it to convert from a string to a number. We need to
tell Rust the exact number type we want by using let guess: u32
. The colon
(:
) after guess
tells Rust we’ll annotate the variable’s type. Rust has a
few built-in number types; the u32
seen here is an unsigned, 32-bit integer.
It’s a good default choice for a small positive number. You’ll learn about
other number types in Chapter 3.
Additionally, the u32
annotation in this example program and the comparison
with secret_number
means Rust will infer that secret_number
should be a
u32
as well. So now the comparison will be between two values of the same
type!
The parse
method will only work on characters that can logically be converted
into numbers and so can easily cause errors. If, for example, the string
contained A👍%
, there would be no way to convert that to a number. Because it
might fail, the parse
method returns a Result
type, much as the read_line
method does (discussed earlier in “Handling Potential Failure with
Result
”). We’ll treat
this Result
the same way by using the expect
method again. If parse
returns an Err
Result
variant because it couldn’t create a number from the
string, the expect
call will crash the game and print the message we give it.
If parse
can successfully convert the string to a number, it will return the
Ok
variant of Result
, and expect
will return the number that we want from
the Ok
value.
Let’s run the program now:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Finished dev [unoptimized + debuginfo] target(s) in 0.43s
Running `target/debug/guessing_game`
Guess the number!
The secret number is: 58
Please input your guess.
76
You guessed: 76
Too big!
Nice! Even though spaces were added before the guess, the program still figured out that the user guessed 76. Run the program a few times to verify the different behavior with different kinds of input: guess the number correctly, guess a number that is too high, and guess a number that is too low.
We have most of the game working now, but the user can make only one guess. Let’s change that by adding a loop!
Allowing Multiple Guesses with Looping
The loop
keyword creates an infinite loop. We’ll add a loop to give users
more chances at guessing the number:
Filename: src/main.rs
use rand::Rng;
use std::cmp::Ordering;
use std::io;
fn main() {
println!("Guess the number!");
let secret_number = rand::thread_rng().gen_range(1..=100);
// --snip--
println!("The secret number is: {secret_number}");
loop {
println!("Please input your guess.");
// --snip--
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
let guess: u32 = guess.trim().parse().expect("Please type a number!");
println!("You guessed: {guess}");
match guess.cmp(&secret_number) {
Ordering::Less => println!("Too small!"),
Ordering::Greater => println!("Too big!"),
Ordering::Equal => println!("You win!"),
}
}
}
As you can see, we’ve moved everything from the guess input prompt onward into a loop. Be sure to indent the lines inside the loop another four spaces each and run the program again. The program will now ask for another guess forever, which actually introduces a new problem. It doesn’t seem like the user can quit!
The user could always interrupt the program by using the keyboard shortcut
ctrl-c. But there’s another way to escape this insatiable
monster, as mentioned in the parse
discussion in “Comparing the Guess to the
Secret Number”: if
the user enters a non-number answer, the program will crash. We can take
advantage of that to allow the user to quit, as shown here:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Finished dev [unoptimized + debuginfo] target(s) in 1.50s
Running `target/debug/guessing_game`
Guess the number!
The secret number is: 59
Please input your guess.
45
You guessed: 45
Too small!
Please input your guess.
60
You guessed: 60
Too big!
Please input your guess.
59
You guessed: 59
You win!
Please input your guess.
quit
thread 'main' panicked at 'Please type a number!: ParseIntError { kind: InvalidDigit }', src/main.rs:28:47
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
Typing quit
will quit the game, but as you’ll notice, so will entering any
other non-number input. This is suboptimal, to say the least; we want the game
to also stop when the correct number is guessed.
Quitting After a Correct Guess
Let’s program the game to quit when the user wins by adding a break
statement:
Filename: src/main.rs
use rand::Rng;
use std::cmp::Ordering;
use std::io;
fn main() {
println!("Guess the number!");
let secret_number = rand::thread_rng().gen_range(1..=100);
println!("The secret number is: {secret_number}");
loop {
println!("Please input your guess.");
let mut guess = String::new();
io::stdin()
.read_line(&mut guess)
.expect("Failed to read line");
let guess: u32 = guess.trim().parse().expect("Please type a number!");
println!("You guessed: {guess}");
// --snip--
match guess.cmp(&secret_number) {
Ordering::Less => println!("Too small!"),
Ordering::Greater => println!("Too big!"),
Ordering::Equal => {
println!("You win!");
break;
}
}
}
}
Adding the break
line after You win!
makes the program exit the loop when
the user guesses the secret number correctly. Exiting the loop also means
exiting the program, because the loop is the last part of main
.
Handling Invalid Input
To further refine the game’s behavior, rather than crashing the program when
the user inputs a non-number, let’s make the game ignore a non-number so the
user can continue guessing. We can do that by altering the line where guess
is converted from a String
to a u32
, as shown in Listing 2-5.
We switch from an expect
call to a match
expression to move from crashing
on an error to handling the error. Remember that parse
returns a Result
type and Result
is an enum that has the variants Ok
and Err
. We’re using
a match
expression here, as we did with the Ordering
result of the cmp
method.
If parse
is able to successfully turn the string into a number, it will
return an Ok
value that contains the resultant number. That Ok
value will
match the first arm’s pattern, and the match
expression will just return the
num
value that parse
produced and put inside the Ok
value. That number
will end up right where we want it in the new guess
variable we’re creating.
If parse
is not able to turn the string into a number, it will return an
Err
value that contains more information about the error. The Err
value
does not match the Ok(num)
pattern in the first match
arm, but it does
match the Err(_)
pattern in the second arm. The underscore, _
, is a
catchall value; in this example, we’re saying we want to match all Err
values, no matter what information they have inside them. So the program will
execute the second arm’s code, continue
, which tells the program to go to the
next iteration of the loop
and ask for another guess. So, effectively, the
program ignores all errors that parse
might encounter!
Now everything in the program should work as expected. Let’s try it:
$ cargo run
Compiling guessing_game v0.1.0 (file:///projects/guessing_game)
Finished dev [unoptimized + debuginfo] target(s) in 4.45s
Running `target/debug/guessing_game`
Guess the number!
The secret number is: 61
Please input your guess.
10
You guessed: 10
Too small!
Please input your guess.
99
You guessed: 99
Too big!
Please input your guess.
foo
Please input your guess.
61
You guessed: 61
You win!
Awesome! With one tiny final tweak, we will finish the guessing game. Recall
that the program is still printing the secret number. That worked well for
testing, but it ruins the game. Let’s delete the println!
that outputs the
secret number. Listing 2-6 shows the final code.
At this point, you’ve successfully built the guessing game. Congratulations!
Summary
This project was a hands-on way to introduce you to many new Rust concepts:
let
, match
, functions, the use of external crates, and more. In the next
few chapters, you’ll learn about these concepts in more detail. Chapter 3
covers concepts that most programming languages have, such as variables, data
types, and functions, and shows how to use them in Rust. Chapter 4 explores
ownership, a feature that makes Rust different from other languages. Chapter 5
discusses structs and method syntax, and Chapter 6 explains how enums work.