## Packages and Crates The first parts of the module system we’ll cover are packages and crates. A crate is a binary or library. The *crate root* is a source file that the Rust compiler starts from and makes up the root module of your crate (we’ll explain modules in depth in the [“Defining Modules to Control Scope and Privacy”][modules] section). A *package* is one or more crates that provide a set of functionality. A package contains a *Cargo.toml* file that describes how to build those crates. Several rules determine what a package can contain. A package *must* contain zero or one library crates, and no more. It can contain as many binary crates as you’d like, but it must contain at least one crate (either library or binary). Let’s walk through what happens when we create a package. First, we enter the command `cargo new`: ```console $ cargo new my-project Created binary (application) `my-project` package $ ls my-project Cargo.toml src $ ls my-project/src main.rs ``` When we entered the command, Cargo created a *Cargo.toml* file, giving us a package. Looking at the contents of *Cargo.toml*, there’s no mention of *src/main.rs* because Cargo follows a convention that *src/main.rs* is the crate root of a binary crate with the same name as the package. Likewise, Cargo knows that if the package directory contains *src/lib.rs*, the package contains a library crate with the same name as the package, and *src/lib.rs* is its crate root. Cargo passes the crate root files to `rustc` to build the library or binary. Here, we have a package that only contains *src/main.rs*, meaning it only contains a binary crate named `my-project`. If a package contains *src/main.rs* and *src/lib.rs*, it has two crates: a library and a binary, both with the same name as the package. A package can have multiple binary crates by placing files in the *src/bin* directory: each file will be a separate binary crate. A crate will group related functionality together in a scope so the functionality is easy to share between multiple projects. For example, the `rand` crate we used in [Chapter 2][rand] provides functionality that generates random numbers. We can use that functionality in our own projects by bringing the `rand` crate into our project’s scope. All the functionality provided by the `rand` crate is accessible through the crate’s name, `rand`. Keeping a crate’s functionality in its own scope clarifies whether particular functionality is defined in our crate or the `rand` crate and prevents potential conflicts. For example, the `rand` crate provides a trait named `Rng`. We can also define a `struct` named `Rng` in our own crate. Because a crate’s functionality is namespaced in its own scope, when we add `rand` as a dependency, the compiler isn’t confused about what the name `Rng` refers to. In our crate, it refers to the `struct Rng` that we defined. We would access the `Rng` trait from the `rand` crate as `rand::Rng`. Let’s move on and talk about the module system! [modules]: ch07-02-defining-modules-to-control-scope-and-privacy.html [rand]: ch02-00-guessing-game-tutorial.html#generating-a-random-number