Structs and Resources

A struct is a user-defined data structure containing typed fields. Structs can store any non-reference, non-tuple type, including other structs.

Structs can be used to define all "asset" values or unrestricted values, where the operations performed on those values can be controlled by the struct's abilities. By default, structs are linear and ephemeral. By this we mean that they: cannot be copied, cannot be dropped, and cannot be stored in storage. This means that all values have to have ownership transferred (linear) and the values must be dealt with by the end of the program's execution (ephemeral). We can relax this behavior by giving the struct abilities which allow values to be copied or dropped and also to be stored in storage or to define storage schemas.

Defining Structs

Structs must be defined inside a module, and the struct's fields can either be named or positional:

module a::m {
    public struct Foo { x: u64, y: bool }
    public struct Bar {}
    public struct Baz { foo: Foo, }
    //                          ^ note: it is fine to have a trailing comma

    public struct PosFoo(u64, bool)
    public struct PosBar()
    public struct PosBaz(Foo)
}

Structs cannot be recursive, so the following definitions are invalid:

public struct Foo { x: Foo }
//                     ^ ERROR! recursive definition

public struct A { b: B }
public struct B { a: A }
//                   ^ ERROR! recursive definition

public struct D(D)
//              ^ ERROR! recursive definition

Visibility

As you may have noticed, all structs are declared as public. This means that the type of the struct can be referred to from any other module. However, the fields of the struct, and the ability to create or destroy the struct, are still internal to the module that defines the struct.

In the future, we plan on adding to declare structs as public(package) or as internal, much like functions.

Abilities

As mentioned above: by default, a struct declaration is linear and ephemeral. So to allow the value to be used in these ways (e.g., copied, dropped, stored in an object, or used to define a storable object), structs can be granted abilities by annotating them with has <ability>:

module a::m {
    public struct Foo has copy, drop { x: u64, y: bool }
}

The ability declaration can occur either before or after the struct's fields. However, only one or the other can be used, and not both. If declared after the struct's fields, the ability declaration must be terminated with a semicolon:

module a::m {
    public PreNamedAbilities has copy, drop { x: u64, y: bool }
    public struct PostNamedAbilities { x: u64, y: bool } has copy, drop;
    public struct PostNamedAbilitiesInvalid { x: u64, y: bool } has copy, drop
    //                                                                        ^ ERROR! missing semicolon

    public struct NamedInvalidAbilities has copy { x: u64, y: bool } has drop;
    //                                                               ^ ERROR! duplicate ability declaration

    public PrePositionalAbilities has copy, drop (u64, bool)
    public struct PostPositionalAbilities (u64, bool) has copy, drop;
    public struct PostPositionalAbilitiesInvalid (u64, bool) has copy, drop
    //                                                                     ^ ERROR! missing semicolon
    public struct InvalidAbilities has copy (u64, bool) has drop;
    //                                                  ^ ERROR! duplicate ability declaration
}

For more details, see the section on annotating a struct's abilities.

Naming

Structs must start with a capital letter A to Z. After the first letter, struct names can contain underscores _, letters a to z, letters A to Z, or digits 0 to 9.

public struct Foo {}
public struct BAR {}
public struct B_a_z_4_2 {}
public struct P_o_s_Foo()

This naming restriction of starting with A to Z is in place to give room for future language features. It may or may not be removed later.

Using Structs

Creating Structs

Values of a struct type can be created (or "packed") by indicating the struct name, followed by value for each field.

For a struct with named fields, the order of the fields does not matter, but the field name needs to be provided. For a struct with positional fields, the order of the fields must match the order of the fields in the struct definition, and it must be created using () instead of {} to enclose the parameters.

module a::m {
    public struct Foo has drop { x: u64, y: bool }
    public struct Baz has drop { foo: Foo }
    public struct Positional(u64, bool) has drop;

    fun example() {
        let foo = Foo { x: 0, y: false };
        let baz = Baz { foo: foo };
        // Note: positional struct values are created using parentheses and
        // based on position instead of name.
        let pos = Positional(0, false);
        let pos_invalid = Positional(false, 0);
        //                           ^ ERROR! Fields are out of order and the types don't match.
    }
}

For structs with named fields, you can use the following shorthand if you have a local variable with the same name as the field:

let baz = Baz { foo: foo };
// is equivalent to
let baz = Baz { foo };

This is sometimes called "field name punning".

Destroying Structs via Pattern Matching

Struct values can be destroyed by binding or assigning them in patterns using similar syntax to constructing them.

module a::m {
    public struct Foo { x: u64, y: bool }
    public struct Bar(Foo)
    public struct Baz {}
    public struct Qux()

    fun example_destroy_foo() {
        let foo = Foo { x: 3, y: false };
        let Foo { x, y: foo_y } = foo;
        //        ^ shorthand for `x: x`

        // two new bindings
        //   x: u64 = 3
        //   foo_y: bool = false
    }

    fun example_destroy_foo_wildcard() {
        let foo = Foo { x: 3, y: false };
        let Foo { x, y: _ } = foo;

        // only one new binding since y was bound to a wildcard
        //   x: u64 = 3
    }

    fun example_destroy_foo_assignment() {
        let x: u64;
        let y: bool;
        Foo { x, y } = Foo { x: 3, y: false };

        // mutating existing variables x and y
        //   x = 3, y = false
    }

    fun example_foo_ref() {
        let foo = Foo { x: 3, y: false };
        let Foo { x, y } = &foo;

        // two new bindings
        //   x: &u64
        //   y: &bool
    }

    fun example_foo_ref_mut() {
        let foo = Foo { x: 3, y: false };
        let Foo { x, y } = &mut foo;

        // two new bindings
        //   x: &mut u64
        //   y: &mut bool
    }

    fun example_destroy_bar() {
        let bar = Bar(Foo { x: 3, y: false });
        let Bar(Foo { x, y }) = bar;
        //            ^ nested pattern

        // two new bindings
        //   x: u64 = 3
        //   y: bool = false
    }

    fun example_destroy_baz() {
        let baz = Baz {};
        let Baz {} = baz;
    }

    fun example_destroy_qux() {
        let qux = Qux();
        let Qux() = qux;
    }
}

Accessing Struct Fields

Fields of a struct can be accessed using the dot operator ..

For structs with named fields, the fields can be accessed by their name:

public struct Foo { x: u64, y: bool }
let foo = Foo { x: 3, y: true };
let x = foo.x;  // x == 3
let y = foo.y;  // y == true

For positional structs, fields can be accessed by their position in the struct definition:

public struct PosFoo(u64, bool)
let pos_foo = PosFoo(3, true);
let x = pos_foo.0;  // x == 3
let y = pos_foo.1;  // y == true

Accessing struct fields without borrowing or copying them is subject to the field's ability constraints. For more details see the sections on borrowing structs and fields and reading and writing fields for more information.

Borrowing Structs and Fields

The & and &mut operator can be used to create references to structs or fields. These examples include some optional type annotations (e.g., : &Foo) to demonstrate the type of operations.

let foo = Foo { x: 3, y: true };
let foo_ref: &Foo = &foo;
let y: bool = foo_ref.y;         // reading a field via a reference to the struct
let x_ref: &u64 = &foo.x;        // borrowing a field by extending a reference to the struct

let x_ref_mut: &mut u64 = &mut foo.x;
*x_ref_mut = 42;            // modifying a field via a mutable reference

It is possible to borrow inner fields of nested structs:

let foo = Foo { x: 3, y: true };
let bar = Bar(foo);

let x_ref = &bar.0.x;

You can also borrow a field via a reference to a struct:

let foo = Foo { x: 3, y: true };
let foo_ref = &foo;
let x_ref = &foo_ref.x;
// this has the same effect as let x_ref = &foo.x

Reading and Writing Fields

If you need to read and copy a field's value, you can then dereference the borrowed field:

let foo = Foo { x: 3, y: true };
let bar = Bar(copy foo);
let x: u64 = *&foo.x;
let y: bool = *&foo.y;
let foo2: Foo = *&bar.0;

More canonically, the dot operator can be used to read fields of a struct without any borrowing. As is true with dereferencing, the field type must have the copy ability.

let foo = Foo { x: 3, y: true };
let x = foo.x;  // x == 3
let y = foo.y;  // y == true

Dot operators can be chained to access nested fields:

let bar = Bar(Foo { x: 3, y: true });
let x = baz.0.x; // x = 3;

However, this is not permitted for fields that contain non-primitive types, such a vector or another struct:

let foo = Foo { x: 3, y: true };
let bar = Bar(foo);
let foo2: Foo = *&bar.0;
let foo3: Foo = bar.0; // error! must add an explicit copy with *&

We can mutably borrow a field to a struct to assign it a new value:

let mut foo = Foo { x: 3, y: true };
*&mut foo.x = 42;     // foo = Foo { x: 42, y: true }
*&mut foo.y = !foo.y; // foo = Foo { x: 42, y: false }
let mut bar = Bar(foo);               // bar = Bar(Foo { x: 42, y: false })
*&mut bar.0.x = 52;                   // bar = Bar(Foo { x: 52, y: false })
*&mut bar.0 = Foo { x: 62, y: true }; // bar = Bar(Foo { x: 62, y: true })

Similar to dereferencing, we can instead directly use the dot operator to modify a field. And in both cases, the field type must have the drop ability.

let mut foo = Foo { x: 3, y: true };
foo.x = 42;     // foo = Foo { x: 42, y: true }
foo.y = !foo.y; // foo = Foo { x: 42, y: false }
let mut bar = Bar(foo);         // bar = Bar(Foo { x: 42, y: false })
bar.0.x = 52;                   // bar = Bar(Foo { x: 52, y: false })
bar.0 = Foo { x: 62, y: true }; // bar = Bar(Foo { x: 62, y: true })

The dot syntax for assignment also works via a reference to a struct:

let foo = Foo { x: 3, y: true };
let foo_ref = &mut foo;
foo_ref.x = foo_ref.x + 1;

Privileged Struct Operations

Most struct operations on a struct type T can only be performed inside the module that declares T:

  • Struct types can only be created ("packed"), destroyed ("unpacked") inside the module that defines the struct.
  • The fields of a struct are only accessible inside the module that defines the struct.

Following these rules, if you want to modify your struct outside the module, you will need to provide public APIs for them. The end of the chapter contains some examples of this.

However as stated in the visibility section above, struct types are always visible to another module

module a::m {
    public struct Foo has drop { x: u64 }

    public fun new_foo(): Foo {
        Foo { x: 42 }
    }
}

module a::n {
    use a::m::Foo;

    public struct Wrapper has drop {
        foo: Foo
        //   ^ valid the type is public

    }

    fun f1(foo: Foo) {
        let x = foo.x;
        //      ^ ERROR! cannot access fields of `Foo` outside of `a::m`
    }

    fun f2() {
        let foo_wrapper = Wrapper { foo: m::new_foo() };
        //                               ^ valid the function is public
    }
}

Ownership

As mentioned above in Defining Structs, structs are by default linear and ephemeral. This means they cannot be copied or dropped. This property can be very useful when modeling real world assets like money, as you do not want money to be duplicated or get lost in circulation.

module a::m {
    public struct Foo { x: u64 }

    public fun copying() {
        let foo = Foo { x: 100 };
        let foo_copy = copy foo; // ERROR! 'copy'-ing requires the 'copy' ability
        let foo_ref = &foo;
        let another_copy = *foo_ref // ERROR! dereference requires the 'copy' ability
    }

    public fun destroying_1() {
        let foo = Foo { x: 100 };

        // error! when the function returns, foo still contains a value.
        // This destruction requires the 'drop' ability
    }

    public fun destroying_2(f: &mut Foo) {
        *f = Foo { x: 100 } // error!
                            // destroying the old value via a write requires the 'drop' ability
    }
}

To fix the example fun destroying_1, you would need to manually "unpack" the value:

module a::m {
    public struct Foo { x: u64 }

    public fun destroying_1_fixed() {
        let foo = Foo { x: 100 };
        let Foo { x: _ } = foo;
    }
}

Recall that you are only able to deconstruct a struct within the module in which it is defined. This can be leveraged to enforce certain invariants in a system, for example, conservation of money.

If on the other hand, your struct does not represent something valuable, you can add the abilities copy and drop to get a struct value that might feel more familiar from other programming languages:

module a::m {
    public struct Foo has copy, drop { x: u64 }

    public fun run() {
        let foo = Foo { x: 100 };
        let foo_copy = foo;
        //             ^ this code copies foo,
        //             whereas `let x = move foo` would move foo

        let x = foo.x;            // x = 100
        let x_copy = foo_copy.x;  // x = 100

        // both foo and foo_copy are implicitly discarded when the function returns
    }
}

Storage

Structs can be used to define storage schemas, but the details are different per deployment of Move. See the documentation for the key ability and Sui objects for more details.