Modules and Crates: Code Organization
What you'll learn: Rust's module system vs C# namespaces and assemblies,
pub/pub(crate)/pub(super)visibility, file-based module organization, and how crates map to .NET assemblies.Difficulty: 🟢 Beginner
Understanding Rust's module system is essential for organizing code and managing dependencies. For C# developers, this is analogous to understanding namespaces, assemblies, and NuGet packages.
Rust Modules vs C# Namespaces
C# Namespace Organization
// File: Models/User.cs
namespace MyApp.Models
{
public class User
{
public string Name { get; set; }
public int Age { get; set; }
}
}
// File: Services/UserService.cs
using MyApp.Models;
namespace MyApp.Services
{
public class UserService
{
public User CreateUser(string name, int age)
{
return new User { Name = name, Age = age };
}
}
}
// File: Program.cs
using MyApp.Models;
using MyApp.Services;
namespace MyApp
{
class Program
{
static void Main(string[] args)
{
var service = new UserService();
var user = service.CreateUser("Alice", 30);
}
}
}
Rust Module Organization
// File: src/models.rs
pub struct User {
pub name: String,
pub age: u32,
}
impl User {
pub fn new(name: String, age: u32) -> User {
User { name, age }
}
}
// File: src/services.rs
use crate::models::User;
pub struct UserService;
impl UserService {
pub fn create_user(name: String, age: u32) -> User {
User::new(name, age)
}
}
// File: src/lib.rs (or main.rs)
pub mod models;
pub mod services;
use models::User;
use services::UserService;
fn main() {
let service = UserService;
let user = UserService::create_user("Alice".to_string(), 30);
}
Module Hierarchy and Visibility
graph TD
Crate["crate (root)"] --> ModA["mod data"]
Crate --> ModB["mod api"]
ModA --> SubA1["pub struct Repo"]
ModA --> SubA2["fn helper (private)"]
ModB --> SubB1["pub fn handle()"]
ModB --> SubB2["pub(crate) fn internal()"]
ModB --> SubB3["pub(super) fn parent_only()"]
style SubA1 fill:#c8e6c9,color:#000
style SubA2 fill:#ffcdd2,color:#000
style SubB1 fill:#c8e6c9,color:#000
style SubB2 fill:#fff9c4,color:#000
style SubB3 fill:#fff9c4,color:#000
🟢 Green = public everywhere | 🟡 Yellow = restricted visibility | 🔴 Red = private
C# Visibility Modifiers
namespace MyApp.Data
{
// public - accessible from anywhere
public class Repository
{
// private - only within this class
private string connectionString;
// internal - within this assembly
internal void Connect() { }
// protected - this class and subclasses
protected virtual void Initialize() { }
// public - accessible from anywhere
public void Save(object data) { }
}
}
Rust Visibility Rules
// Everything is private by default in Rust
mod data {
struct Repository { // Private struct
connection_string: String, // Private field
}
impl Repository {
fn new() -> Repository { // Private function
Repository {
connection_string: "localhost".to_string(),
}
}
pub fn connect(&self) { // Public method
// Only accessible within this module and its children
}
pub(crate) fn initialize(&self) { // Crate-level public
// Accessible anywhere in this crate
}
pub(super) fn internal_method(&self) { // Parent module public
// Accessible in parent module
}
}
// Public struct - accessible from outside the module
pub struct PublicRepository {
pub data: String, // Public field
private_data: String, // Private field (no pub)
}
}
pub use data::PublicRepository; // Re-export for external use
Module File Organization
C# Project Structure
MyApp/
├── MyApp.csproj
├── Models/
│ ├── User.cs
│ └── Product.cs
├── Services/
│ ├── UserService.cs
│ └── ProductService.cs
├── Controllers/
│ └── ApiController.cs
└── Program.cs
Rust Module File Structure
my_app/
├── Cargo.toml
└── src/
├── main.rs (or lib.rs)
├── models/
│ ├── mod.rs // Module declaration
│ ├── user.rs
│ └── product.rs
├── services/
│ ├── mod.rs // Module declaration
│ ├── user_service.rs
│ └── product_service.rs
└── controllers/
├── mod.rs
└── api_controller.rs
Module Declaration Patterns
// src/models/mod.rs
pub mod user; // Declares user.rs as a submodule
pub mod product; // Declares product.rs as a submodule
// Re-export commonly used types
pub use user::User;
pub use product::Product;
// src/main.rs
mod models; // Declares models/ as a module
mod services; // Declares services/ as a module
// Import specific items
use models::{User, Product};
use services::UserService;
// Or import the entire module
use models::user::*; // Import all public items from user module
Crates vs .NET Assemblies
Understanding Crates
In Rust, a crate is the fundamental unit of compilation and code distribution, similar to how an assembly works in .NET.
C# Assembly Model
// MyLibrary.dll - Compiled assembly
namespace MyLibrary
{
public class Calculator
{
public int Add(int a, int b) => a + b;
}
}
// MyApp.exe - Executable assembly that references MyLibrary.dll
using MyLibrary;
class Program
{
static void Main()
{
var calc = new Calculator();
Console.WriteLine(calc.Add(2, 3));
}
}
Rust Crate Model
# Cargo.toml for library crate
[package]
name = "my_calculator"
version = "0.1.0"
edition = "2021"
[lib]
name = "my_calculator"
// src/lib.rs - Library crate
pub struct Calculator;
impl Calculator {
pub fn add(&self, a: i32, b: i32) -> i32 {
a + b
}
}
# Cargo.toml for binary crate that uses the library
[package]
name = "my_app"
version = "0.1.0"
edition = "2021"
[dependencies]
my_calculator = { path = "../my_calculator" }
// src/main.rs - Binary crate
use my_calculator::Calculator;
fn main() {
let calc = Calculator;
println!("{}", calc.add(2, 3));
}
Crate Types Comparison
| C# Concept | Rust Equivalent | Purpose |
|---|---|---|
| Class Library (.dll) | Library crate | Reusable code |
| Console App (.exe) | Binary crate | Executable program |
| NuGet Package | Published crate | Distribution unit |
| Assembly (.dll/.exe) | Compiled crate | Compilation unit |
| Solution (.sln) | Workspace | Multi-project organization |
Workspace vs Solution
C# Solution Structure
<!-- MySolution.sln structure -->
<Solution>
<Project Include="WebApi/WebApi.csproj" />
<Project Include="Business/Business.csproj" />
<Project Include="DataAccess/DataAccess.csproj" />
<Project Include="Tests/Tests.csproj" />
</Solution>
Rust Workspace Structure
# Cargo.toml at workspace root
[workspace]
members = [
"web_api",
"business",
"data_access",
"tests"
]
[workspace.dependencies]
serde = "1.0" # Shared dependency versions
tokio = "1.0"
# web_api/Cargo.toml
[package]
name = "web_api"
version = "0.1.0"
edition = "2021"
[dependencies]
business = { path = "../business" }
serde = { workspace = true } # Use workspace version
tokio = { workspace = true }
Exercises
<details> <summary><strong>🏋️ Exercise: Design a Module Tree</strong> (click to expand)</summary>Given this C# project layout, design the equivalent Rust module tree:
// C#
namespace MyApp.Services { public class AuthService { } }
namespace MyApp.Services { internal class TokenStore { } }
namespace MyApp.Models { public class User { } }
namespace MyApp.Models { public class Session { } }
Requirements:
AuthServiceand both models must be publicTokenStoremust be private to theservicesmodule- Provide the file layout and the
mod/pubdeclarations inlib.rs
File layout:
src/
├── lib.rs
├── services/
│ ├── mod.rs
│ ├── auth_service.rs
│ └── token_store.rs
└── models/
├── mod.rs
├── user.rs
└── session.rs
// src/lib.rs
pub mod services;
pub mod models;
// src/services/mod.rs
mod token_store; // private — like C# internal
pub mod auth_service; // public
// src/services/auth_service.rs
use super::token_store::TokenStore; // visible within the module
pub struct AuthService;
impl AuthService {
pub fn login(&self) { /* uses TokenStore internally */ }
}
// src/services/token_store.rs
pub(super) struct TokenStore; // visible to parent (services) only
// src/models/mod.rs
pub mod user;
pub mod session;
// src/models/user.rs
pub struct User {
pub name: String,
}
// src/models/session.rs
pub struct Session {
pub user_id: u64,
}