Memory leaks are memory safe in Rust!
Okay, let's take that deep dive into Rust's memory magic and make it sound less like a textbook and more like a fun chat! Think of your computer's memory like a giant toy box. When your program is running, it gets to play with some specific toys (allocate memory).
Rust's "Memory Safety" isn't about making sure you never leave a toy out of the box (that's a memory leak, and yeah, Rust can totally do that if you tell it to!). Instead, it's about being the super-strict playground monitor who makes sure you play nicely with the toys you do have.
Specifically, "safe" Rust is like having rules that make it practically impossible to:
1. Grab a toy that doesn't belong to you: You can't mess with memory your program hasn't specifically asked for.
2. Play with a toy you already put away: Once you're done with some memory and told Rust to free it up, you can't accidentally try to use it again. That's like trying to play with a toy that's already in the donation bin!
3. Snatch a toy another kid is using without asking: If different parts of your program (like threads) want to use the same memory, Rust makes sure they use a proper "taking turns" system (like locking mechanisms) so they don't step on each other's toes and cause a data mess.
Now, being this strict means sometimes you have to write your code in a specific way, and Rust has to keep an eye on things while your program runs. But hey, those rules are what give Rust its superpowers!