Struct TupleUnion  
pub struct TupleUnion<T>(T);Expand description
Similar to Union, but internally uses a tuple to hold the strategies.
This allows better performance than vanilla Union since one does not need
to resort to boxing and dynamic dispatch to handle heterogeneous
strategies.
The difference between this and TupleUnion is that with this, value trees
for variants that aren’t picked at first are generated lazily.
Tuple Fields§
§0: TImplementations§
§impl<T> TupleUnion<T>
 
impl<T> TupleUnion<T>
pub fn new(tuple: T) -> TupleUnion<T>
pub fn new(tuple: T) -> TupleUnion<T>
Wrap tuple in a TupleUnion.
The struct definition allows any T for tuple, but to be useful, it
must be a 2- to 10-tuple of (u32, Arc<impl Strategy>) pairs where all
strategies ultimately produce the same value. Each u32 indicates the
relative weight of its corresponding strategy.
You may use WA<S> as an alias for (u32, Arc<S>).
Using this constructor directly is discouraged; prefer to use
prop_oneof! since it is generally clearer.
Trait Implementations§
§impl<T> Clone for TupleUnion<T>where
    T: Clone,
 
impl<T> Clone for TupleUnion<T>where
    T: Clone,
§fn clone(&self) -> TupleUnion<T>
 
fn clone(&self) -> TupleUnion<T>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
 
fn clone_from(&mut self, source: &Self)
source. Read more§impl<T> Debug for TupleUnion<T>where
    T: Debug,
 
impl<T> Debug for TupleUnion<T>where
    T: Debug,
§impl<A, B> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>))>
 
impl<A, B> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>))>
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
simple trait object. Read more§impl<A, B, C> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>))>
 
impl<A, B, C> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>))>
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
simple trait object. Read more§impl<A, B, C, D> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>))>
 
impl<A, B, C, D> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>))>
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
simple trait object. Read more§impl<A, B, C, D, E> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>))>
 
impl<A, B, C, D, E> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>))>
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
simple trait object. Read more§impl<A, B, C, D, E, F> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>))>
 
impl<A, B, C, D, E, F> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>))>
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
simple trait object. Read more§impl<A, B, C, D, E, F, G> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>))>
 
impl<A, B, C, D, E, F, G> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>))>
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>, Option<LazyValueTree<G>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>, Option<LazyValueTree<G>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
simple trait object. Read more§impl<A, B, C, D, E, F, G, H> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>))>where
    A: Strategy,
    B: Strategy<Value = <A as Strategy>::Value>,
    C: Strategy<Value = <A as Strategy>::Value>,
    D: Strategy<Value = <A as Strategy>::Value>,
    E: Strategy<Value = <A as Strategy>::Value>,
    F: Strategy<Value = <A as Strategy>::Value>,
    G: Strategy<Value = <A as Strategy>::Value>,
    H: Strategy<Value = <A as Strategy>::Value>,
 
impl<A, B, C, D, E, F, G, H> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>))>where
    A: Strategy,
    B: Strategy<Value = <A as Strategy>::Value>,
    C: Strategy<Value = <A as Strategy>::Value>,
    D: Strategy<Value = <A as Strategy>::Value>,
    E: Strategy<Value = <A as Strategy>::Value>,
    F: Strategy<Value = <A as Strategy>::Value>,
    G: Strategy<Value = <A as Strategy>::Value>,
    H: Strategy<Value = <A as Strategy>::Value>,
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>, Option<LazyValueTree<G>>, Option<LazyValueTree<H>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>, Option<LazyValueTree<G>>, Option<LazyValueTree<H>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
simple trait object. Read more§impl<A, B, C, D, E, F, G, H, I> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>), (u32, Arc<I>))>where
    A: Strategy,
    B: Strategy<Value = <A as Strategy>::Value>,
    C: Strategy<Value = <A as Strategy>::Value>,
    D: Strategy<Value = <A as Strategy>::Value>,
    E: Strategy<Value = <A as Strategy>::Value>,
    F: Strategy<Value = <A as Strategy>::Value>,
    G: Strategy<Value = <A as Strategy>::Value>,
    H: Strategy<Value = <A as Strategy>::Value>,
    I: Strategy<Value = <A as Strategy>::Value>,
 
impl<A, B, C, D, E, F, G, H, I> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>), (u32, Arc<I>))>where
    A: Strategy,
    B: Strategy<Value = <A as Strategy>::Value>,
    C: Strategy<Value = <A as Strategy>::Value>,
    D: Strategy<Value = <A as Strategy>::Value>,
    E: Strategy<Value = <A as Strategy>::Value>,
    F: Strategy<Value = <A as Strategy>::Value>,
    G: Strategy<Value = <A as Strategy>::Value>,
    H: Strategy<Value = <A as Strategy>::Value>,
    I: Strategy<Value = <A as Strategy>::Value>,
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>, Option<LazyValueTree<G>>, Option<LazyValueTree<H>>, Option<LazyValueTree<I>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>, Option<LazyValueTree<G>>, Option<LazyValueTree<H>>, Option<LazyValueTree<I>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>), (u32, Arc<I>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>), (u32, Arc<I>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
simple trait object. Read more§impl<A, B, C, D, E, F, G, H, I, J> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>), (u32, Arc<I>), (u32, Arc<J>))>where
    A: Strategy,
    B: Strategy<Value = <A as Strategy>::Value>,
    C: Strategy<Value = <A as Strategy>::Value>,
    D: Strategy<Value = <A as Strategy>::Value>,
    E: Strategy<Value = <A as Strategy>::Value>,
    F: Strategy<Value = <A as Strategy>::Value>,
    G: Strategy<Value = <A as Strategy>::Value>,
    H: Strategy<Value = <A as Strategy>::Value>,
    I: Strategy<Value = <A as Strategy>::Value>,
    J: Strategy<Value = <A as Strategy>::Value>,
 
impl<A, B, C, D, E, F, G, H, I, J> Strategy for TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>), (u32, Arc<I>), (u32, Arc<J>))>where
    A: Strategy,
    B: Strategy<Value = <A as Strategy>::Value>,
    C: Strategy<Value = <A as Strategy>::Value>,
    D: Strategy<Value = <A as Strategy>::Value>,
    E: Strategy<Value = <A as Strategy>::Value>,
    F: Strategy<Value = <A as Strategy>::Value>,
    G: Strategy<Value = <A as Strategy>::Value>,
    H: Strategy<Value = <A as Strategy>::Value>,
    I: Strategy<Value = <A as Strategy>::Value>,
    J: Strategy<Value = <A as Strategy>::Value>,
§type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>, Option<LazyValueTree<G>>, Option<LazyValueTree<H>>, Option<LazyValueTree<I>>, Option<LazyValueTree<J>>)>
 
type Tree = TupleUnionValueTree<(LazyValueTree<A>, Option<LazyValueTree<B>>, Option<LazyValueTree<C>>, Option<LazyValueTree<D>>, Option<LazyValueTree<E>>, Option<LazyValueTree<F>>, Option<LazyValueTree<G>>, Option<LazyValueTree<H>>, Option<LazyValueTree<I>>, Option<LazyValueTree<J>>)>
Strategy.§type Value = <A as Strategy>::Value
 
type Value = <A as Strategy>::Value
§fn new_tree(
    &self,
    runner: &mut TestRunner,
) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>), (u32, Arc<I>), (u32, Arc<J>))> as Strategy>::Tree, Reason>
 
fn new_tree( &self, runner: &mut TestRunner, ) -> Result<<TupleUnion<((u32, Arc<A>), (u32, Arc<B>), (u32, Arc<C>), (u32, Arc<D>), (u32, Arc<E>), (u32, Arc<F>), (u32, Arc<G>), (u32, Arc<H>), (u32, Arc<I>), (u32, Arc<J>))> as Strategy>::Tree, Reason>
§fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
 
fn prop_map<O, F>(self, fun: F) -> Map<Self, F>
fun. Read more§fn prop_map_into<O>(self) -> MapInto<Self, O>
 
fn prop_map_into<O>(self) -> MapInto<Self, O>
§fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
 
fn prop_perturb<O, F>(self, fun: F) -> Perturb<Self, F>
fun, which is additionally given a random number generator. Read more§fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
 
fn prop_flat_map<S, F>(self, fun: F) -> Flatten<Map<Self, F>>
§fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
 
fn prop_ind_flat_map<S, F>(self, fun: F) -> IndFlatten<Map<Self, F>>
§fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
 
fn prop_ind_flat_map2<S, F>(self, fun: F) -> IndFlattenMap<Self, F>
prop_ind_flat_map(), but produces 2-tuples with the input
generated from self in slot 0 and the derived strategy in slot 1. Read more§fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
 
fn prop_filter<R, F>(self, whence: R, fun: F) -> Filter<Self, F>
fun. Read more§fn prop_filter_map<F, O>(
    self,
    whence: impl Into<Reason>,
    fun: F,
) -> FilterMap<Self, F>
 
fn prop_filter_map<F, O>( self, whence: impl Into<Reason>, fun: F, ) -> FilterMap<Self, F>
fun
returns Some(value) and rejects those where fun returns None. Read more§fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
 
fn prop_union(self, other: Self) -> Union<Self>where
    Self: Sized,
§fn prop_recursive<R, F>(
    self,
    depth: u32,
    desired_size: u32,
    expected_branch_size: u32,
    recurse: F,
) -> Recursive<Self::Value, F>
 
fn prop_recursive<R, F>( self, depth: u32, desired_size: u32, expected_branch_size: u32, recurse: F, ) -> Recursive<Self::Value, F>
self items as leaves. Read more§fn prop_shuffle(self) -> Shuffle<Self>
 
fn prop_shuffle(self) -> Shuffle<Self>
§fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
 
fn boxed(self) -> BoxedStrategy<Self::Value>where
    Self: Sized + 'static,
Strategy so it can be passed around as a
simple trait object. Read more§fn sboxed(self) -> SBoxedStrategy<Self::Value>
 
fn sboxed(self) -> SBoxedStrategy<Self::Value>
Strategy so it can be passed around as a
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    T: Copy,
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    T: Send,
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    T: Sync,
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otherwise. Read more§impl<D> OwoColorize for D
 
impl<D> OwoColorize for D
§fn fg<C>(&self) -> FgColorDisplay<'_, C, Self>where
    C: Color,
 
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    C: Color,
§fn bg<C>(&self) -> BgColorDisplay<'_, C, Self>where
    C: Color,
 
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    C: Color,
§fn on_magenta(&self) -> BgColorDisplay<'_, Magenta, Self>
 
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§fn on_default_color(&self) -> BgColorDisplay<'_, Default, Self>
 
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§fn bright_black(&self) -> FgColorDisplay<'_, BrightBlack, Self>
 
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§fn on_bright_black(&self) -> BgColorDisplay<'_, BrightBlack, Self>
 
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§fn bright_red(&self) -> FgColorDisplay<'_, BrightRed, Self>
 
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    Color: DynColor,
 
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    Color: DynColor,
OwoColorize::bg] or
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    &self,
) -> FgColorDisplay<'_, CustomColor<R, G, B>, Self>
 
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    &self,
) -> BgColorDisplay<'_, CustomColor<R, G, B>, Self>
 
fn bg_rgb<const R: u8, const G: u8, const B: u8>( &self, ) -> BgColorDisplay<'_, CustomColor<R, G, B>, Self>
§fn truecolor(&self, r: u8, g: u8, b: u8) -> FgDynColorDisplay<'_, Rgb, Self>
 
fn truecolor(&self, r: u8, g: u8, b: u8) -> FgDynColorDisplay<'_, Rgb, Self>
§fn on_truecolor(&self, r: u8, g: u8, b: u8) -> BgDynColorDisplay<'_, Rgb, Self>
 
fn on_truecolor(&self, r: u8, g: u8, b: u8) -> BgDynColorDisplay<'_, Rgb, Self>
Source§impl<Response, Error> ResponseResult<Response, Error> for Response
 
impl<Response, Error> ResponseResult<Response, Error> for Response
Source§fn into_result(self) -> Result<Response, Error>
 
fn into_result(self) -> Result<Response, Error>
Result that can be sent as a response.