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What you will learn in Rust in Action: Systems programming concepts and techniques

Systems programming concepts and techniques

by Tim McNamara

Chapter by chapter

Chapter 1: Introducing Rust

The chapter introduction welcomes readers and previews the book’s practical Rust projects and systems-programming topics.

1.1 Where is Rust used? · 1.2 Advocating for Rust at work · 1.3 A taste of the language · 1.3.1 Cheating your way to “Hello, world!” · 1.3.2 Your first Rust program · 1.4 Downloading the book’s source code · 1.5 What does Rust look and feel like? · 1.6 What is Rust? · 1.6.1 Goal of Rust: Safety · 1.6.2 Goal of Rust: Productivity · 1.6.3 Goal of Rust: Control · 1.7 Rust’s big features · 1.7.1 Performance · 1.7.2 Concurrency · 1.7.3 Memory efficiency · 1.8 Downsides of Rust · 1.8.1 Cyclic data structures · 1.8.2 Compile times · 1.8.3 Strictness · 1.8.4 Size of the language · 1.8.5 Hype · 1.9 TLS security case studies · 1.9.1 Heartbleed · 1.9.2 Goto fail; · 1.10 Where does Rust fit best? · 1.10.1 Command-line utilities · 1.10.2 Data processing · 1.10.3 Extending applications · 1.10.4 Resource-constrained environments · 1.10.5 Server-side applications · 1.10.6 Desktop applications · 1.10.7 Desktop · 1.10.8 Mobile · 1.10.9 Web · 1.10.10 Systems programming · 1.11 Rust’s hidden feature: Its community · 1.12 Rust phrase book · 1.13 Summary

What you learn in chapter 1 →

Chapter 2: Language foundations

Introduces the chapter’s plan for learning Rust fundamentals through examples and a grep-lite project.

2.1 Creating a running program · 2.1.1 Compiling single files with rustc · 2.1.2 Compiling Rust projects with cargo · 2.2 A glance at Rust’s syntax · 2.2.1 Defining variables and calling functions · 2.3 Numbers · 2.3.1 Integers and decimal (floating-point) numbers · 2.3.2 Integers with base 2, base 8, and base 16 notation · 2.3.3 Comparing numbers · 2.3.4 Rational, complex numbers, and other numeric types · 2.4 Flow control · 2.4.1 For: The central pillar of iteration · 2.4.2 Continue: Skipping the rest of the current iteration · 2.4.3 While: Looping until a condition changes its state · 2.4.4 Loop: The basis for Rust’s looping constructs · 2.4.5 Break: Aborting a loop · 2.4.6 If, if else, and else: Conditional branching · 2.4.7 Match: Type-aware pattern matching · 2.5 Defining functions · 2.6 Using references · 2.7 Project: Rendering the Mandelbrot set · 2.8 Advanced function definitions · 2.8.1 Explicit lifetime annotations · 2.8.2 Generic functions · 2.9 Creating grep-lite · 2.10 Making lists of things with arrays, slices, and vectors · 2.10.1 Arrays · 2.10.2 Slices · 2.10.3 Vectors · 2.11 Including third-party code · 2.11.1 Adding support for regular expressions · 2.11.2 Generating the third-party crate documentation locally · 2.11.3 Managing Rust toolchains with rustup · 2.12 Supporting command-line arguments · 2.13 Reading from files · 2.14 Reading from stdin · 2.15 Summary

What you learn in chapter 2 →

Chapter 3: Compound data types

The introduction explains why Rust’s structs and enums are useful for composing simpler values into compound data types.

3.1 Using plain functions to experiment with an API · 3.2 Modeling files with struct · 3.3 Adding methods to a struct with impl · 3.3.1 Simplifying object creation by implementing new() · 3.4 Returning errors · 3.4.1 Modifying a known global variable · 3.4.2 Making use of the Result return type · 3.5 Defining and making use of an enum · 3.5.1 Using an enum to manage internal state · 3.6 Defining common behavior with traits · 3.6.1 Creating a Read trait · 3.6.2 Implementing std::fmt::Display for your own types · 3.7 Exposing your types to the world · 3.7.1 Protecting private data · 3.8 Creating inline documentation for your projects · 3.8.1 Using rustdoc to render docs for a single source file · 3.8.2 Using cargo to render docs for a crate and its dependencies · 3.9 Summary

What you learn in chapter 3 →

Chapter 4: Lifetimes, ownership, and borrowing

The introduction explains why Rust’s borrow checker matters and gives basic meanings for ownership, lifetimes, and borrowing.

4.1 Implementing a mock CubeSat ground station · 4.1.1 Encountering our first lifetime issue · 4.1.2 Special behavior of primitive types · 4.2 Guide to the figures in this chapter · 4.3 What is an owner? Does it have any responsibilities? · 4.4 How ownership moves · 4.5 Resolving ownership issues · 4.5.1 Use references where full ownership is not required · 4.5.2 Use fewer long-lived values · 4.5.3 Duplicate the value · 4.5.4 Wrap data within specialty types · 4.6 Summary

What you learn in chapter 4 →

Chapter 5: Data in depth

The chapter introduces its focus on data representation and computation and previews the topics and projects ahead.

5.1 Bit patterns and types · 5.2 Life of an integer · 5.2.1 Understanding endianness · 5.3 Representing decimal numbers · 5.4 Floating-point numbers · 5.4.1 Looking inside an f32 · 5.4.2 Isolating the sign bit · 5.4.3 Isolating the exponent · 5.4.4 Isolate the mantissa · 5.4.5 Dissecting a floating-point number · 5.5 Fixed-point number formats · 5.6 Generating random probabilities from random bytes · 5.7 Implementing a CPU to establish that functions are also data · 5.7.1 CPU RIA/1: The Adder · 5.7.2 Full code listing for CPU RIA/1: The Adder · 5.7.3 CPU RIA/2: The Multiplier · 5.7.4 CPU RIA/3: The Caller · 5.7.5 CPU 4: Adding the rest · 5.8 Summary

What you learn in chapter 5 →

Chapter 6: Memory

Introduces memory as a shared resource and explains that the OS gives programs a simplified view of its availability and location.

6.1 Pointers · 6.2 Exploring Rust’s reference and pointer types · 6.2.1 Raw pointers in Rust · 6.2.2 Rust’s pointer ecosystem · 6.2.3 Smart pointer building blocks · 6.3 Providing programs with memory for their data · 6.3.1 The stack · 6.3.2 The heap · 6.3.3 What is dynamic memory allocation? · 6.3.4 Analyzing the impact of dynamic memory allocation · 6.4 Virtual memory · 6.4.1 Background · 6.4.2 Step 1: Having a process scan its own memory · 6.4.3 Translating virtual addresses to physical addresses · 6.4.4 Step 2: Working with the OS to scan an address space · 6.4.5 Step 3: Reading from and writing to process memory · 6.5 Summary

What you learn in chapter 6 →

Chapter 7: Files and storage

The introduction explains why permanent data storage is more involved than keeping data in RAM, then previews the chapter’s projects.

7.1 What is a file format? · 7.2 Creating your own file formats for data storage · 7.2.1 Writing data to disk with serde and the bincode format · 7.3 Implementing a hexdump clone · 7.4 File operations in Rust · 7.4.1 Opening a file in Rust and controlling its file mode · 7.4.2 Interacting with the filesystem in a type-safe manner with std::fs::Path · 7.5 Implementing a key-value store with a log-structured, append-only storage architecture · 7.5.1 The key-value model · 7.5.2 Introducing actionkv v1: An in-memory key-value store with a command-line interface · 7.6 Actionkv v1: The front-end code · 7.6.1 Tailoring what is compiled with conditional compilation · 7.7 Understanding the core of actionkv: The libactionkv crate · 7.7.1 Initializing the ActionKV struct · 7.7.2 Processing an individual record · 7.7.3 Writing multi-byte binary data to disk in a guaranteed byte order · 7.7.4 Validating I/O errors with checksums · 7.7.5 Inserting a new key-value pair into an existing database · 7.7.6 The full code listing for actionkv · 7.7.7 Working with keys and values with HashMap and BTreeMap · 7.7.8 Creating a HashMap and populating it with values · 7.7.9 Retrieving values from HashMap and BTreeMap · 7.7.10 How to decide between HashMap and BTreeMap · 7.7.11 Adding a database index to actionkv v2.0 · 7.8 Summary

What you learn in chapter 7 →

Chapter 8: Networking

Introduces the chapter’s progression from high-level HTTP requests to raw TCP packets and previews related Rust topics.

8.1 All of networking in seven paragraphs · 8.2 Generating an HTTP GET request with reqwest · 8.3 Trait objects · 8.3.1 What do trait objects enable? · 8.3.2 What is a trait object? · 8.3.3 Creating a tiny role-playing game: The rpg project · 8.4 TCP · 8.4.1 What is a port number? · 8.4.2 Converting a hostname to an IP address · 8.5 Ergonomic error handling for libraries · 8.5.1 Issue: Unable to return multiple error types · 8.5.2 Wrapping downstream errors by defining our own error type · 8.5.3 Cheating with unwrap() and expect() · 8.6 MAC addresses · 8.6.1 Generating MAC addresses · 8.7 Implementing state machines with Rust’s enums · 8.8 Raw TCP · 8.9 Creating a virtual networking device · 8.10 “Raw” HTTP · 8.11 Summary

What you learn in chapter 8 →

Chapter 9: Time and timekeeping

The chapter introduction explains why computer time is tricky for applications, measurements, and synchronization across machines.

9.1 Background · 9.2 Sources of time · 9.3 Definitions · 9.4 Encoding time · 9.4.1 Representing time zones · 9.5 clock v0.1.0: Teaching an application how to tell the time · 9.6 clock v0.1.1: Formatting timestamps to comply with ISO 8601 and email standards · 9.6.1 Refactoring the clock v0.1.0 code to support a wider architecture · 9.6.2 Formatting the time · 9.6.3 Providing a full command-line interface · 9.6.4 clock v0.1.1: Full project · 9.7 clock v0.1.2: Setting the time · 9.7.1 Common behavior · 9.7.2 Setting the time for operating systems that use libc · 9.7.3 Setting the time on MS Windows · 9.7.4 clock v0.1.2: The full code listing · 9.8 Improving error handling · 9.9 clock v0.1.3: Resolving differences between clocks with the Network Time Protocol (NTP) · 9.9.1 Sending NTP requests and interpreting responses · 9.9.2 Adjusting the local time as a result of the server’s response · 9.9.3 Converting between time representations that use different precisions and epochs · 9.9.4 clock v0.1.3: The full code listing · 9.10 Summary

What you learn in chapter 9 →

Chapter 10: Processes, threads, and containers

The introduction distinguishes concurrency from parallelism and explains how a single CPU core can support concurrent tasks.

10.1 Anonymous functions · 10.2 Spawning threads · 10.2.1 Introduction to closures · 10.2.2 Spawning a thread · 10.2.3 Effect of spawning a few threads · 10.2.4 Effect of spawning many threads · 10.2.5 Reproducing the results · 10.2.6 Shared variables · 10.3 Differences between closures and functions · 10.4 Procedurally generated avatars from a multithreaded parser and code generator · 10.4.1 How to run render-hex and its intended output · 10.4.2 Single-threaded render-hex overview · 10.4.3 Spawning a thread per logical task · 10.4.4 Using a thread pool and task queue · 10.5 Concurrency and task virtualization · 10.5.1 Threads · 10.5.2 What is a context switch? · 10.5.3 Processes · 10.5.4 WebAssembly · 10.5.5 Containers · 10.5.6 Why use an operating system (OS) at all? · 10.6 Summary

What you learn in chapter 10 →

Chapter 11: Kernel

The chapter introduces a project to build a minimal operating system in Rust and frames it as relevant to programming without an OS.

11.1 A fledgling operating system (FledgeOS) · 11.1.1 Setting up a development environment for developing an OS kernel · 11.1.2 Verifying the development environment · 11.2 Fledgeos-0: Getting something working · 11.2.1 First boot · 11.2.2 Compilation instructions · 11.2.3 Source code listings · 11.2.4 Panic handling · 11.2.5 Writing to the screen with VGA-compatible text mode · 11.2.6 _start(): The main() function for FledgeOS · 11.3 fledgeos-1: Avoiding a busy loop · 11.3.1 Being power conscious by interacting with the CPU directly · 11.3.2 fledgeos-1 source code · 11.4 fledgeos-2: Custom exception handling · 11.4.1 Handling exceptions properly, almost · 11.4.2 fledgeos-2 source code · 11.5 fledgeos-3: Text output · 11.5.1 Writing colored text to the screen · 11.5.2 Controlling the in-memory representation of enums · 11.5.3 Why use enums? · 11.5.4 Creating a type that can print to the VGA frame buffer · 11.5.5 Printing to the screen · 11.5.6 fledgeos-3 source code · 11.6 fledgeos-4: Custom panic handling · 11.6.1 Implementing a panic handler that reports the error to the user · 11.6.2 Reimplementing panic() by making use of core::fmt::Write · 11.6.3 Implementing core::fmt::Write · 11.6.4 fledge-4 source code · 11.7 Summary

What you learn in chapter 11 →

Chapter 12: Signals, interrupts, and exceptions

The chapter introduces how outside events interrupt program execution and how signals let running programs communicate.

12.1 Glossary · 12.1.1 Signals vs. interrupts · 12.2 How interrupts affect applications · 12.3 Software interrupts · 12.4 Hardware interrupts · 12.5 Signal handling · 12.5.1 Default behavior · 12.5.2 Suspend and resume a program’s operation · 12.5.3 Listing all signals supported by the OS · 12.6 Handling signals with custom actions · 12.6.1 Global variables in Rust · 12.6.2 Using a global variable to indicate that shutdown has been initiated · 12.7 Sending application-defined signals · 12.7.1 Understanding function pointers and their syntax · 12.8 Ignoring signals · 12.9 Shutting down from deeply nested call stacks · 12.9.1 Introducing the sjlj project · 12.9.2 Setting up intrinsics in a program · 12.9.3 Casting a pointer to another type · 12.9.4 Compiling the sjlj project · 12.9.5 sjlj project source code · 12.10 A note on applying these techniques to platforms without signals · 12.11 Revising exceptions · 12.12 Summary

What you learn in chapter 12 →

Concepts explained in this book

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