pub fn is_empty(&self) -> bool {
        // We don't need to check if `bulk` is empty (which would require an additional
        // type bound `Backend: ReadLookaheadItems<Word>` because we keep up the
        // invariant that `state >= State::one() << (State::BITS - Word::BITS))`
        // when `bulk` is not empty.
        self.state == State::zero()
    }
/// Check if no data for decoding is left.
///
/// Note that you can still pop symbols off an empty stack, but this is only
/// useful in rare edge cases, see documentation of
/// [`decode_symbol`](#method.decode_symbol).
Check if no data for decoding is left.
Note that you can still pop symbols off an empty stack, but this is only
useful in rare edge cases, see documentation of
[`decode_symbol`](#method.decode_symbol).
Check if no data for decoding is left . Note that you can still pop symbols off an empty stack but this is only useful in rare edge cases see documentation of [ ` decode_symbol ` ] ( #method . decode_symbol ) .
pub fn is_empty(&self) -> bool {
        // We don't need to check if `bulk` is empty (which would require an additional
        // type bound `Backend: ReadLookaheadItems<Word>` because we keep up the
        // invariant that `state >= State::one() << (State::BITS - Word::BITS))`
        // when `bulk` is not empty.
        self.state == State::zero()
    }
pub fn is_empty ( & self ) -> bool { // We don't need to check if `bulk` is empty (which would require an additional // type bound `Backend: ReadLookaheadItems<Word>` because we keep up the // invariant that `state >= State::one() << (State::BITS - Word::BITS))` // when `bulk` is not empty. self . state == State :: zero ( ) }
Check if no data for decoding is left.
Check if no data for decoding is left .
&self
&self