Struct bevy::prelude::SubApp

pub struct SubApp {
    pub update_schedule: Option<Interned<dyn ScheduleLabel>>,
    /* private fields */
}
Expand description

A secondary application with its own World. These can run independently of each other.

These are useful for situations where certain processes (e.g. a render thread) need to be kept separate from the main application.

§Example


#[derive(Resource, Default)]
struct Val(pub i32);

#[derive(Debug, Clone, Copy, Hash, PartialEq, Eq, AppLabel)]
struct ExampleApp;

// Create an app with a certain resource.
let mut app = App::new();
app.insert_resource(Val(10));

// Create a sub-app with the same resource and a single schedule.
let mut sub_app = SubApp::new();
sub_app.insert_resource(Val(100));

// Setup an extract function to copy the resource's value in the main world.
sub_app.set_extract(|main_world, sub_world| {
    sub_world.resource_mut::<Val>().0 = main_world.resource::<Val>().0;
});

// Schedule a system that will verify extraction is working.
sub_app.add_systems(Main, |counter: Res<Val>| {
    // The value will be copied during extraction, so we should see 10 instead of 100.
    assert_eq!(counter.0, 10);
});

// Add the sub-app to the main app.
app.insert_sub_app(ExampleApp, sub_app);

// Update the application once (using the default runner).
app.run();

Fields§

§update_schedule: Option<Interned<dyn ScheduleLabel>>

The schedule that will be run by update.

Implementations§

§

impl SubApp

pub fn new() -> SubApp

Returns a default, empty SubApp.

pub fn world(&self) -> &World

Returns a reference to the World.

Examples found in repository?
examples/shader/texture_binding_array.rs (line 46)
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    fn finish(&self, app: &mut App) {
        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        let render_device = render_app.world().resource::<RenderDevice>();

        // Check if the device support the required feature. If not, exit the example.
        // In a real application, you should setup a fallback for the missing feature
        if !render_device
            .features()
            .contains(WgpuFeatures::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING)
        {
            error!(
                "Render device doesn't support feature \
SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING, \
which is required for texture binding arrays"
            );
            exit(1);
        }
    }

pub fn world_mut(&mut self) -> &mut World

Returns a mutable reference to the World.

Examples found in repository?
examples/shader/compute_shader_game_of_life.rs (line 110)
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    fn build(&self, app: &mut App) {
        // Extract the game of life image resource from the main world into the render world
        // for operation on by the compute shader and display on the sprite.
        app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
        let render_app = app.sub_app_mut(RenderApp);
        render_app.add_systems(
            Render,
            prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
        );

        let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
        render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
        render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
    }
More examples
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examples/app/headless_renderer.rs (line 209)
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    fn build(&self, app: &mut App) {
        let (s, r) = crossbeam_channel::unbounded();

        let render_app = app
            .insert_resource(MainWorldReceiver(r))
            .sub_app_mut(RenderApp);

        let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
        graph.add_node(ImageCopy, ImageCopyDriver);
        graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);

        render_app
            .insert_resource(RenderWorldSender(s))
            // Make ImageCopiers accessible in RenderWorld system and plugin
            .add_systems(ExtractSchedule, image_copy_extract)
            // Receives image data from buffer to channel
            // so we need to run it after the render graph is done
            .add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
    }
examples/shader/gpu_readback.rs (line 88)
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    fn finish(&self, app: &mut App) {
        let (s, r) = crossbeam_channel::unbounded();
        app.insert_resource(MainWorldReceiver(r));

        let render_app = app.sub_app_mut(RenderApp);
        render_app
            .insert_resource(RenderWorldSender(s))
            .init_resource::<ComputePipeline>()
            .init_resource::<Buffers>()
            .add_systems(
                Render,
                (
                    prepare_bind_group
                        .in_set(RenderSet::PrepareBindGroups)
                        // We don't need to recreate the bind group every frame
                        .run_if(not(resource_exists::<GpuBufferBindGroup>)),
                    // We need to run it after the render graph is done
                    // because this needs to happen after submit()
                    map_and_read_buffer.after(RenderSet::Render),
                ),
            );

        // Add the compute node as a top level node to the render graph
        // This means it will only execute once per frame
        render_app
            .world_mut()
            .resource_mut::<RenderGraph>()
            .add_node(ComputeNodeLabel, ComputeNode::default());
    }

pub fn update(&mut self)

Runs the default schedule.

pub fn extract(&mut self, world: &mut World)

Extracts data from world into the app’s world using the registered extract method.

Note: There is no default extract method. Calling extract does nothing if set_extract has not been called.

pub fn set_extract<F>(&mut self, extract: F) -> &mut SubApp
where F: Fn(&mut World, &mut World) + Send + 'static,

Sets the method that will be called by extract.

The first argument is the World to extract data from, the second argument is the app World.

pub fn insert_resource<R>(&mut self, resource: R) -> &mut SubApp
where R: Resource,

Examples found in repository?
examples/app/headless_renderer.rs (line 214)
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    fn build(&self, app: &mut App) {
        let (s, r) = crossbeam_channel::unbounded();

        let render_app = app
            .insert_resource(MainWorldReceiver(r))
            .sub_app_mut(RenderApp);

        let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
        graph.add_node(ImageCopy, ImageCopyDriver);
        graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);

        render_app
            .insert_resource(RenderWorldSender(s))
            // Make ImageCopiers accessible in RenderWorld system and plugin
            .add_systems(ExtractSchedule, image_copy_extract)
            // Receives image data from buffer to channel
            // so we need to run it after the render graph is done
            .add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
    }
More examples
Hide additional examples
examples/shader/gpu_readback.rs (line 69)
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    fn finish(&self, app: &mut App) {
        let (s, r) = crossbeam_channel::unbounded();
        app.insert_resource(MainWorldReceiver(r));

        let render_app = app.sub_app_mut(RenderApp);
        render_app
            .insert_resource(RenderWorldSender(s))
            .init_resource::<ComputePipeline>()
            .init_resource::<Buffers>()
            .add_systems(
                Render,
                (
                    prepare_bind_group
                        .in_set(RenderSet::PrepareBindGroups)
                        // We don't need to recreate the bind group every frame
                        .run_if(not(resource_exists::<GpuBufferBindGroup>)),
                    // We need to run it after the render graph is done
                    // because this needs to happen after submit()
                    map_and_read_buffer.after(RenderSet::Render),
                ),
            );

        // Add the compute node as a top level node to the render graph
        // This means it will only execute once per frame
        render_app
            .world_mut()
            .resource_mut::<RenderGraph>()
            .add_node(ComputeNodeLabel, ComputeNode::default());
    }

pub fn init_resource<R>(&mut self) -> &mut SubApp
where R: Resource + FromWorld,

Examples found in repository?
examples/shader/compute_shader_game_of_life.rs (line 117)
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    fn finish(&self, app: &mut App) {
        let render_app = app.sub_app_mut(RenderApp);
        render_app.init_resource::<GameOfLifePipeline>();
    }
More examples
Hide additional examples
examples/shader/post_processing.rs (line 106)
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    fn finish(&self, app: &mut App) {
        // We need to get the render app from the main app
        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        render_app
            // Initialize the pipeline
            .init_resource::<PostProcessPipeline>();
    }
examples/shader/shader_instancing.rs (line 87)
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    fn build(&self, app: &mut App) {
        app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
        app.sub_app_mut(RenderApp)
            .add_render_command::<Transparent3d, DrawCustom>()
            .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
            .add_systems(
                Render,
                (
                    queue_custom.in_set(RenderSet::QueueMeshes),
                    prepare_instance_buffers.in_set(RenderSet::PrepareResources),
                ),
            );
    }

    fn finish(&self, app: &mut App) {
        app.sub_app_mut(RenderApp).init_resource::<CustomPipeline>();
    }
examples/2d/mesh2d_manual.rs (line 293)
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    fn build(&self, app: &mut App) {
        // Load our custom shader
        let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
        shaders.insert(
            &COLORED_MESH2D_SHADER_HANDLE,
            Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
        );

        // Register our custom draw function, and add our render systems
        app.get_sub_app_mut(RenderApp)
            .unwrap()
            .add_render_command::<Transparent2d, DrawColoredMesh2d>()
            .init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
            .init_resource::<RenderColoredMesh2dInstances>()
            .add_systems(
                ExtractSchedule,
                extract_colored_mesh2d.after(extract_mesh2d),
            )
            .add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
    }

    fn finish(&self, app: &mut App) {
        // Register our custom pipeline
        app.get_sub_app_mut(RenderApp)
            .unwrap()
            .init_resource::<ColoredMesh2dPipeline>();
    }
examples/shader/gpu_readback.rs (line 70)
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    fn finish(&self, app: &mut App) {
        let (s, r) = crossbeam_channel::unbounded();
        app.insert_resource(MainWorldReceiver(r));

        let render_app = app.sub_app_mut(RenderApp);
        render_app
            .insert_resource(RenderWorldSender(s))
            .init_resource::<ComputePipeline>()
            .init_resource::<Buffers>()
            .add_systems(
                Render,
                (
                    prepare_bind_group
                        .in_set(RenderSet::PrepareBindGroups)
                        // We don't need to recreate the bind group every frame
                        .run_if(not(resource_exists::<GpuBufferBindGroup>)),
                    // We need to run it after the render graph is done
                    // because this needs to happen after submit()
                    map_and_read_buffer.after(RenderSet::Render),
                ),
            );

        // Add the compute node as a top level node to the render graph
        // This means it will only execute once per frame
        render_app
            .world_mut()
            .resource_mut::<RenderGraph>()
            .add_node(ComputeNodeLabel, ComputeNode::default());
    }

pub fn add_systems<M>( &mut self, schedule: impl ScheduleLabel, systems: impl IntoSystemConfigs<M> ) -> &mut SubApp

Examples found in repository?
examples/stress_tests/many_lights.rs (line 164)
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    fn build(&self, app: &mut App) {
        let Some(render_app) = app.get_sub_app_mut(RenderApp) else {
            return;
        };

        render_app.add_systems(Render, print_visible_light_count.in_set(RenderSet::Prepare));
    }
More examples
Hide additional examples
examples/shader/shader_instancing.rs (lines 88-94)
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    fn build(&self, app: &mut App) {
        app.add_plugins(ExtractComponentPlugin::<InstanceMaterialData>::default());
        app.sub_app_mut(RenderApp)
            .add_render_command::<Transparent3d, DrawCustom>()
            .init_resource::<SpecializedMeshPipelines<CustomPipeline>>()
            .add_systems(
                Render,
                (
                    queue_custom.in_set(RenderSet::QueueMeshes),
                    prepare_instance_buffers.in_set(RenderSet::PrepareResources),
                ),
            );
    }
examples/games/loading_screen.rs (line 335)
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        fn build(&self, app: &mut App) {
            app.insert_resource(PipelinesReady::default());

            // In order to gain access to the pipelines status, we have to
            // go into the `RenderApp`, grab the resource from the main App
            // and then update the pipelines status from there.
            // Writing between these Apps can only be done through the
            // `ExtractSchedule`.
            app.sub_app_mut(bevy::render::RenderApp)
                .add_systems(ExtractSchedule, update_pipelines_ready);
        }
examples/shader/compute_shader_game_of_life.rs (lines 105-108)
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    fn build(&self, app: &mut App) {
        // Extract the game of life image resource from the main world into the render world
        // for operation on by the compute shader and display on the sprite.
        app.add_plugins(ExtractResourcePlugin::<GameOfLifeImages>::default());
        let render_app = app.sub_app_mut(RenderApp);
        render_app.add_systems(
            Render,
            prepare_bind_group.in_set(RenderSet::PrepareBindGroups),
        );

        let mut render_graph = render_app.world_mut().resource_mut::<RenderGraph>();
        render_graph.add_node(GameOfLifeLabel, GameOfLifeNode::default());
        render_graph.add_node_edge(GameOfLifeLabel, bevy::render::graph::CameraDriverLabel);
    }
examples/app/headless_renderer.rs (line 216)
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    fn build(&self, app: &mut App) {
        let (s, r) = crossbeam_channel::unbounded();

        let render_app = app
            .insert_resource(MainWorldReceiver(r))
            .sub_app_mut(RenderApp);

        let mut graph = render_app.world_mut().resource_mut::<RenderGraph>();
        graph.add_node(ImageCopy, ImageCopyDriver);
        graph.add_node_edge(bevy::render::graph::CameraDriverLabel, ImageCopy);

        render_app
            .insert_resource(RenderWorldSender(s))
            // Make ImageCopiers accessible in RenderWorld system and plugin
            .add_systems(ExtractSchedule, image_copy_extract)
            // Receives image data from buffer to channel
            // so we need to run it after the render graph is done
            .add_systems(Render, receive_image_from_buffer.after(RenderSet::Render));
    }
examples/2d/mesh2d_manual.rs (lines 295-298)
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    fn build(&self, app: &mut App) {
        // Load our custom shader
        let mut shaders = app.world_mut().resource_mut::<Assets<Shader>>();
        shaders.insert(
            &COLORED_MESH2D_SHADER_HANDLE,
            Shader::from_wgsl(COLORED_MESH2D_SHADER, file!()),
        );

        // Register our custom draw function, and add our render systems
        app.get_sub_app_mut(RenderApp)
            .unwrap()
            .add_render_command::<Transparent2d, DrawColoredMesh2d>()
            .init_resource::<SpecializedRenderPipelines<ColoredMesh2dPipeline>>()
            .init_resource::<RenderColoredMesh2dInstances>()
            .add_systems(
                ExtractSchedule,
                extract_colored_mesh2d.after(extract_mesh2d),
            )
            .add_systems(Render, queue_colored_mesh2d.in_set(RenderSet::QueueMeshes));
    }

pub fn register_system<I, O, M, S>(&mut self, system: S) -> SystemId<I, O>
where I: 'static, O: 'static, S: IntoSystem<I, O, M> + 'static,

pub fn configure_sets( &mut self, schedule: impl ScheduleLabel, sets: impl IntoSystemSetConfigs ) -> &mut SubApp

pub fn add_schedule(&mut self, schedule: Schedule) -> &mut SubApp

pub fn init_schedule(&mut self, label: impl ScheduleLabel) -> &mut SubApp

pub fn get_schedule(&self, label: impl ScheduleLabel) -> Option<&Schedule>

pub fn get_schedule_mut( &mut self, label: impl ScheduleLabel ) -> Option<&mut Schedule>

pub fn edit_schedule( &mut self, label: impl ScheduleLabel, f: impl FnMut(&mut Schedule) ) -> &mut SubApp

pub fn configure_schedules( &mut self, schedule_build_settings: ScheduleBuildSettings ) -> &mut SubApp

pub fn allow_ambiguous_component<T>(&mut self) -> &mut SubApp
where T: Component,

pub fn allow_ambiguous_resource<T>(&mut self) -> &mut SubApp
where T: Resource,

pub fn ignore_ambiguity<M1, M2, S1, S2>( &mut self, schedule: impl ScheduleLabel, a: S1, b: S2 ) -> &mut SubApp
where S1: IntoSystemSet<M1>, S2: IntoSystemSet<M2>,

pub fn init_state<S>(&mut self) -> &mut SubApp

pub fn insert_state<S>(&mut self, state: S) -> &mut SubApp

pub fn add_computed_state<S>(&mut self) -> &mut SubApp
where S: ComputedStates,

pub fn add_sub_state<S>(&mut self) -> &mut SubApp
where S: SubStates,

pub fn add_event<T>(&mut self) -> &mut SubApp
where T: Event,

pub fn add_plugins<M>(&mut self, plugins: impl Plugins<M>) -> &mut SubApp

pub fn is_plugin_added<T>(&self) -> bool
where T: Plugin,

pub fn get_added_plugins<T>(&self) -> Vec<&T>
where T: Plugin,

pub fn plugins_state(&mut self) -> PluginsState

Return the state of plugins.

pub fn finish(&mut self)

Runs Plugin::finish for each plugin.

pub fn cleanup(&mut self)

Runs Plugin::cleanup for each plugin.

pub fn register_type<T>(&mut self) -> &mut SubApp

Available on crate feature bevy_reflect only.

pub fn register_type_data<T, D>(&mut self) -> &mut SubApp
where T: Reflect + TypePath, D: TypeData + FromType<T>,

Available on crate feature bevy_reflect only.

Trait Implementations§

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impl AddRenderCommand for SubApp

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fn add_render_command<P, C>(&mut self) -> &mut SubApp
where P: PhaseItem, C: RenderCommand<P> + Send + Sync + 'static, <C as RenderCommand<P>>::Param: ReadOnlySystemParam,

Adds the RenderCommand for the specified render phase to the app.
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impl Debug for SubApp

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for SubApp

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fn default() -> SubApp

Returns the “default value” for a type. Read more
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impl RegisterDiagnostic for SubApp

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fn register_diagnostic(&mut self, diagnostic: Diagnostic) -> &mut SubApp

Register a new Diagnostic with an App. Read more
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impl RenderGraphApp for SubApp

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fn add_render_graph_node<T>( &mut self, sub_graph: impl RenderSubGraph, node_label: impl RenderLabel ) -> &mut SubApp
where T: Node + FromWorld,

Add a Node to the RenderGraph: Read more
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fn add_render_graph_edges<const N: usize>( &mut self, sub_graph: impl RenderSubGraph, edges: impl IntoRenderNodeArray<N> ) -> &mut SubApp

Automatically add the required node edges based on the given ordering
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fn add_render_graph_edge( &mut self, sub_graph: impl RenderSubGraph, output_node: impl RenderLabel, input_node: impl RenderLabel ) -> &mut SubApp

Add node edge to the specified graph
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fn add_render_sub_graph( &mut self, sub_graph: impl RenderSubGraph ) -> &mut SubApp

Auto Trait Implementations§

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impl !Freeze for SubApp

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impl !RefUnwindSafe for SubApp

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impl Send for SubApp

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impl !Sync for SubApp

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impl Unpin for SubApp

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impl !UnwindSafe for SubApp

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast<T> for T

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fn downcast(&self) -> &T

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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<S> FromSample<S> for S

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fn from_sample_(s: S) -> S

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impl<T> FromWorld for T
where T: Default,

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fn from_world(_world: &mut World) -> T

Creates Self using data from the given World.
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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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fn in_current_span(self) -> Instrumented<Self>

Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> IntoEither for T

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fn into_either(self, into_left: bool) -> Either<Self, Self>

Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<F, T> IntoSample<T> for F
where T: FromSample<F>,

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fn into_sample(self) -> T

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impl<T> NoneValue for T
where T: Default,

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type NoneType = T

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fn null_value() -> T

The none-equivalent value.
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impl<T> Pointable for T

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const ALIGN: usize = _

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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unsafe fn deref<'a>(ptr: usize) -> &'a T

Dereferences the given pointer. Read more
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unsafe fn deref_mut<'a>(ptr: usize) -> &'a mut T

Mutably dereferences the given pointer. Read more
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unsafe fn drop(ptr: usize)

Drops the object pointed to by the given pointer. Read more
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impl<R, P> ReadPrimitive<R> for P
where R: Read + ReadEndian<P>, P: Default,

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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_little_endian().
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fn read_from_big_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_big_endian().
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fn read_from_native_endian(read: &mut R) -> Result<Self, Error>

Read this value from the supplied reader. Same as ReadEndian::read_from_native_endian().
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impl<T> Same for T

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type Output = T

Should always be Self
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impl<T, U> ToSample<U> for T
where U: FromSample<T>,

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fn to_sample_(self) -> U

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Upcast<T> for T

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fn upcast(&self) -> Option<&T>

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impl<V, T> VZip<V> for T
where V: MultiLane<T>,

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fn vzip(self) -> V

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impl<T> WithSubscriber for T

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fn with_subscriber<S>(self, subscriber: S) -> WithDispatch<Self>
where S: Into<Dispatch>,

Attaches the provided Subscriber to this type, returning a WithDispatch wrapper. Read more
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fn with_current_subscriber(self) -> WithDispatch<Self>

Attaches the current default Subscriber to this type, returning a WithDispatch wrapper. Read more
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impl<T> ConditionalSend for T
where T: Send,

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impl<S, T> Duplex<S> for T
where T: FromSample<S> + ToSample<S>,

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impl<T> WasmNotSend for T
where T: Send,