pub struct Cycle<Body, Next = EOF>(/* private fields */)
where
Body: Command,
Next: Command;
Expand description
Trait Implementations§
Source§impl<Left, Right, Body, Next, Default> Runner<Left, False, Right, Default> for Cycle<Body, Next>
impl<Left, Right, Body, Next, Default> Runner<Left, False, Right, Default> for Cycle<Body, Next>
Source§type Run = <Next as Runner<<State<Left, False, Right, Default> as StateTrait>::Left, <State<Left, False, Right, Default> as StateTrait>::Value, <State<Left, False, Right, Default> as StateTrait>::Right, <State<Left, False, Right, Default> as StateTrait>::Default>>::Run
type Run = <Next as Runner<<State<Left, False, Right, Default> as StateTrait>::Left, <State<Left, False, Right, Default> as StateTrait>::Value, <State<Left, False, Right, Default> as StateTrait>::Right, <State<Left, False, Right, Default> as StateTrait>::Default>>::Run
Result of running on
State<Left, Value, Right>
.Source§impl<Left, Right, Body, Default, Next> Runner<Left, True, Right, Default> for Cycle<Body, Next>where
Left: List,
Right: List,
Body: Runner<Left, True, Right, Default>,
Default: Bit,
Next: Command,
Cycle<Body, Next>: Runner<<<Body as Runner<Left, True, Right, Default>>::Run as StateTrait>::Left, <<Body as Runner<Left, True, Right, Default>>::Run as StateTrait>::Value, <<Body as Runner<Left, True, Right, Default>>::Run as StateTrait>::Right, <<Body as Runner<Left, True, Right, Default>>::Run as StateTrait>::Default>,
impl<Left, Right, Body, Default, Next> Runner<Left, True, Right, Default> for Cycle<Body, Next>where
Left: List,
Right: List,
Body: Runner<Left, True, Right, Default>,
Default: Bit,
Next: Command,
Cycle<Body, Next>: Runner<<<Body as Runner<Left, True, Right, Default>>::Run as StateTrait>::Left, <<Body as Runner<Left, True, Right, Default>>::Run as StateTrait>::Value, <<Body as Runner<Left, True, Right, Default>>::Run as StateTrait>::Right, <<Body as Runner<Left, True, Right, Default>>::Run as StateTrait>::Default>,
Source§type Run = <Cycle<Body, Next> as Runner<<<Body as Runner<<State<Left, True, Right, Default> as StateTrait>::Left, <State<Left, True, Right, Default> as StateTrait>::Value, <State<Left, True, Right, Default> as StateTrait>::Right, <State<Left, True, Right, Default> as StateTrait>::Default>>::Run as StateTrait>::Left, <<Body as Runner<<State<Left, True, Right, Default> as StateTrait>::Left, <State<Left, True, Right, Default> as StateTrait>::Value, <State<Left, True, Right, Default> as StateTrait>::Right, <State<Left, True, Right, Default> as StateTrait>::Default>>::Run as StateTrait>::Value, <<Body as Runner<<State<Left, True, Right, Default> as StateTrait>::Left, <State<Left, True, Right, Default> as StateTrait>::Value, <State<Left, True, Right, Default> as StateTrait>::Right, <State<Left, True, Right, Default> as StateTrait>::Default>>::Run as StateTrait>::Right, <<Body as Runner<<State<Left, True, Right, Default> as StateTrait>::Left, <State<Left, True, Right, Default> as StateTrait>::Value, <State<Left, True, Right, Default> as StateTrait>::Right, <State<Left, True, Right, Default> as StateTrait>::Default>>::Run as StateTrait>::Default>>::Run
type Run = <Cycle<Body, Next> as Runner<<<Body as Runner<<State<Left, True, Right, Default> as StateTrait>::Left, <State<Left, True, Right, Default> as StateTrait>::Value, <State<Left, True, Right, Default> as StateTrait>::Right, <State<Left, True, Right, Default> as StateTrait>::Default>>::Run as StateTrait>::Left, <<Body as Runner<<State<Left, True, Right, Default> as StateTrait>::Left, <State<Left, True, Right, Default> as StateTrait>::Value, <State<Left, True, Right, Default> as StateTrait>::Right, <State<Left, True, Right, Default> as StateTrait>::Default>>::Run as StateTrait>::Value, <<Body as Runner<<State<Left, True, Right, Default> as StateTrait>::Left, <State<Left, True, Right, Default> as StateTrait>::Value, <State<Left, True, Right, Default> as StateTrait>::Right, <State<Left, True, Right, Default> as StateTrait>::Default>>::Run as StateTrait>::Right, <<Body as Runner<<State<Left, True, Right, Default> as StateTrait>::Left, <State<Left, True, Right, Default> as StateTrait>::Value, <State<Left, True, Right, Default> as StateTrait>::Right, <State<Left, True, Right, Default> as StateTrait>::Default>>::Run as StateTrait>::Default>>::Run
Result of running on
State<Left, Value, Right>
.impl<Body, Next> Command for Cycle<Body, Next>
Auto Trait Implementations§
impl<Body, Next> Freeze for Cycle<Body, Next>
impl<Body, Next> RefUnwindSafe for Cycle<Body, Next>where
Body: RefUnwindSafe,
Next: RefUnwindSafe,
impl<Body, Next> Send for Cycle<Body, Next>
impl<Body, Next> Sync for Cycle<Body, Next>
impl<Body, Next> Unpin for Cycle<Body, Next>
impl<Body, Next> UnwindSafe for Cycle<Body, Next>where
Body: UnwindSafe,
Next: UnwindSafe,
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more