this post was submitted on 11 Jul 2023
9 points (100.0% liked)

Rust

6005 readers
5 users here now

Welcome to the Rust community! This is a place to discuss about the Rust programming language.

Wormhole

!performance@programming.dev

Credits

  • The icon is a modified version of the official rust logo (changing the colors to a gradient and black background)

founded 1 year ago
MODERATORS
 

I'm wondering with my game project how best to handle types. I'm basically fetching all the rows in a particular table and creating a struct to represent that data. I then have like 5 or 6 sequential steps I'm trying to go through where I need to modify those initial values from the db.

My first thought was to have a base type called 'BaseArmy', then I needed to add new temporary properties that are not in the db and not represented in the original struct, so I decided to create a new struct 'Army'. The problem is I keep running into errors when passing converting from BaseArmy to Army. I tried writing a From impl, but it wasn't working (and I'm not even sure if it's the approach I should be taking).

So should I:

  1. Have multiple different types to handle these kinds of cases
  2. Have just one type somehow where I add properties to it? If so, how? I recently tried using Options for the fields that are not initially available, and that seems to be working but it feels weird.
you are viewing a single comment's thread
view the rest of the comments
[–] Arbitrary@lemmy.fmhy.ml 3 points 1 year ago

I don't know how you're trying to do this BaseArmy / Army conversion. Perhaps you should try and show this code?