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I figure there must be a dynamic way to do the following. There is an implied question here which is how can you dynamically create arrays of primitive values? Please note: I do not want a Vector.
let mut positional_frequencies: [[(u16, char); 26]; 5] = [
[(0, 'A'), (0, 'B'), (0, 'C'), (0, 'D'), (0, 'E'),
(0, 'F'), (0, 'G'), (0, 'H'), (0, 'I'), (0, 'J'),
(0, 'K'), (0, 'L'), (0, 'M'), (0, 'N'), (0, 'O'),
(0, 'P'), (0, 'Q'), (0, 'R'), (0, 'S'), (0, 'T'),
(0, 'U'), (0, 'V'), (0, 'W'), (0, 'X'), (0, 'Y'),
(0, 'Z')],
[(0, 'A'), (0, 'B'), (0, 'C'), (0, 'D'), (0, 'E'),
(0, 'F'), (0, 'G'), (0, 'H'), (0, 'I'), (0, 'J'),
(0, 'K'), (0, 'L'), (0, 'M'), (0, 'N'), (0, 'O'),
(0, 'P'), (0, 'Q'), (0, 'R'), (0, 'S'), (0, 'T'),
(0, 'U'), (0, 'V'), (0, 'W'), (0, 'X'), (0, 'Y'),
(0, 'Z')],
[(0, 'A'), (0, 'B'), (0, 'C'), (0, 'D'), (0, 'E'),
(0, 'F'), (0, 'G'), (0, 'H'), (0, 'I'), (0, 'J'),
(0, 'K'), (0, 'L'), (0, 'M'), (0, 'N'), (0, 'O'),
(0, 'P'), (0, 'Q'), (0, 'R'), (0, 'S'), (0, 'T'),
(0, 'U'), (0, 'V'), (0, 'W'), (0, 'X'), (0, 'Y'),
(0, 'Z')],
[(0, 'A'), (0, 'B'), (0, 'C'), (0, 'D'), (0, 'E'),
(0, 'F'), (0, 'G'), (0, 'H'), (0, 'I'), (0, 'J'),
(0, 'K'), (0, 'L'), (0, 'M'), (0, 'N'), (0, 'O'),
(0, 'P'), (0, 'Q'), (0, 'R'), (0, 'S'), (0, 'T'),
(0, 'U'), (0, 'V'), (0, 'W'), (0, 'X'), (0, 'Y'),
(0, 'Z')],
[(0, 'A'), (0, 'B'), (0, 'C'), (0, 'D'), (0, 'E'),
(0, 'F'), (0, 'G'), (0, 'H'), (0, 'I'), (0, 'J'),
(0, 'K'), (0, 'L'), (0, 'M'), (0, 'N'), (0, 'O'),
(0, 'P'), (0, 'Q'), (0, 'R'), (0, 'S'), (0, 'T'),
(0, 'U'), (0, 'V'), (0, 'W'), (0, 'X'), (0, 'Y'),
(0, 'Z')]
];
>Solution :
A more idiomatic and performant way is to use iterators:
let mut positional_frequencies: [[(u16, char); 26]; 5] = Default::default();
for outer in positional_frequencies.iter_mut() {
for (inner, c) in outer.iter_mut().zip('A'..='Z') {
*inner = (0, c);
}
}
By using iterators, you don’t have to worry about accidentally messing up the bounds. For instance, if you change the array to a length of six, you’ll automatically be covered here.
zip
combines two iterators, creating a pair for each element. This way, you don’t need any direct character addition or as
casts.