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CODE_STYLE.md

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Code style

This is a description of a coding style that every contributor must follow. Please, read the whole document before you start pushing code.

Generics

All trait bounds should be written in where:

// GOOD
pub fn new<N, T, P, E>(user_id: i32, name: N, title: T, png_sticker: P, emojis: E) -> Self
where
    N: Into<String>,
    T: Into<String>,
    P: Into<InputFile>,
    E: Into<String>,
{ ... }

// BAD
pub fn new<N: Into<String>,
           T: Into<String>,
           P: Into<InputFile>,
           E: Into<String>>
    (user_id: i32, name: N, title: T, png_sticker: P, emojis: E) -> Self { ... }
// GOOD
impl<T> Trait for Wrap<T>
where
    T: Trait
{ ... }

// BAD
impl<T: Trait> Trait for Wrap<T> { ... }

Use Self where possible

When referring to the type for which block is implemented, prefer using Self, rather than the name of the type:

impl ErrorKind {
    // GOOD
    fn print(&self) {
        Self::Io => println!("Io"),
        Self::Network => println!("Network"),
        Self::Json => println!("Json"),
    }

    // BAD
    fn print(&self) {
        ErrorKind::Io => println!("Io"),
        ErrorKind::Network => println!("Network"),
        ErrorKind::Json => println!("Json"),
    }
}
impl<'a> AnswerCallbackQuery<'a> {
    // GOOD
    fn new<C>(bot: &'a Bot, callback_query_id: C) -> Self
    where
        C: Into<String>,
    { ... }

    // BAD
    fn new<C>(bot: &'a Bot, callback_query_id: C) -> AnswerCallbackQuery<'a>
    where
        C: Into<String>,
    { ... }
}

Rationale: Self is generally shorter and it's easier to copy-paste code or rename the type.

Deriving traits (apply only to libraries)

Derive Debug, Clone, Copy, PartialEq, Eq and Hash for public types when possible (in this order).

Rationale: these traits can be useful for users and can be implemented for most types.

Derive Default when there is a reasonable default value for the type.

Full paths for logging

Always write tracing::<op>!(...) instead of importing use tracing::<op>; and invoking <op>!(...).

// GOOD
tracing::warn!("Everything is on fire");

// BAD
use tracing::warn;

warn!("Everything is on fire");

Rationale:

  • Less polluted import blocks
  • Uniformity

&str -> String conversion

Prefer using .to_string() or .to_owned(), rather than .into(), String::from, etc.

Rationale: uniformity, intent clarity.

Order of imports

// First core, alloc and/or std
use core::fmt;
use std::{...};

// Second, external crates (both crates.io crates and other rust-analyzer crates).
use crate_foo::{ ... };
use crate_bar::{ ... };

// If applicable, the current sub-modules
mod x;
mod y;

// Finally, the internal crate modules and submodules
use crate::{};
use super::{};
use self::y::Y;

Import Style

When implementing traits from core::fmt/std::fmt import the module:

// GOOD
use core::fmt;

impl fmt::Display for RenameError {
    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { .. }
}

// BAD
impl core::fmt::Display for RenameError {
    fn fmt(&self, f: &mut core::fmt::Formatter<'_>) -> core::fmt::Result { .. }
}

When imports sub-modules:

// GOOD
mod x;

use self::x::Y;

// BAD
mod x;

use x::Y;

If-let

Avoid the if let ... { } else { } construct if possible, use match instead:

// GOOD
match ctx.expected_type.as_ref() {
    Some(expected_type) => completion_ty == expected_type && !expected_type.is_unit(),
    None => false,
}

// BAD
if let Some(expected_type) = ctx.expected_type.as_ref() {
    completion_ty == expected_type && !expected_type.is_unit()
} else {
    false
}

Use if let ... { } when a match arm is intentionally empty:

// GOOD
if let Some(expected_type) = this.as_ref() {
    // Handle it
}

// BAD
match this.as_ref() {
    Some(expected_type) => {
        // Handle it
    },
    None => (),
}

Sub-modules

Avoid the mod x { .. } construct if possible. Instead, crate a file x.rs and define it with mod x;

This applies to all sub-modules except tests and benches.

// GOOD
mod x;

// BAD
mod x {
    ..
}
// GOOD
#[cfg(test)]
mod tests {
    ..
}

// BAD
mod tests;
// GOOD
#[cfg(bench)]
mod benches {
    ..
}

// BAD
mod benches;