fn update_particles(particles: &mut Vec<Particle>, rng: &mut StdRng,
                    win_width: u32, win_height: u32) {
    // update the positions of the particles
    for ref mut p in particles.iter_mut() {
        p.update();
    }
    // get rid of particles that go off the screen
    particles.retain(|p| p.is_in_window(win_width, win_height));
    // add a new random particle if there is room
    while particles.len() < MAX_PARTICLES {
        particles.push(Particle::with_random_inputs(rng, win_width, win_height));
    }
}
// update the positions of all particles, get rid of ones off the screen and add more
update the positions of all particles, get rid of ones off the screen and add more
update the positions of all particles get rid of ones off the screen and add more
fn update_particles(particles: &mut Vec<Particle>, rng: &mut StdRng,
                    win_width: u32, win_height: u32) {
    // update the positions of the particles
    for ref mut p in particles.iter_mut() {
        p.update();
    }
    // get rid of particles that go off the screen
    particles.retain(|p| p.is_in_window(win_width, win_height));
    // add a new random particle if there is room
    while particles.len() < MAX_PARTICLES {
        particles.push(Particle::with_random_inputs(rng, win_width, win_height));
    }
}
fn update_particles ( particles : & mut Vec < Particle > , rng : & mut StdRng , win_width : u32 , win_height : u32 ) { // update the positions of the particles for ref mut p in particles . iter_mut ( ) { p . update ( ) ; } // get rid of particles that go off the screen particles . retain ( | p | p . is_in_window ( win_width , win_height ) ) ; // add a new random particle if there is room while particles . len ( ) < MAX_PARTICLES { particles . push ( Particle :: with_random_inputs ( rng , win_width , win_height ) ) ; } }
update the positions of all particles, get rid of ones off the screen and add more
update the positions of all particles get rid of ones off the screen and add more
particles
&mut Vec<Particle>
rng
&mut StdRng
win_width
u32
win_height
u32
particles
&mut Vec<Particle>
rng
&mut StdRng
win_width
u32
win_height
u32