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<ol class="chapter"><li class="expanded affix "><a href="title-page.html">The Rust Programming Language</a></li><li class="expanded affix "><a href="foreword.html">Foreword</a></li><li class="expanded affix "><a href="ch00-00-introduction.html">Introduction</a></li><li class="expanded "><a href="ch01-00-getting-started.html"><strong aria-hidden="true">1.</strong> Getting Started</a></li><li><ol class="section"><li class="expanded "><a href="ch01-01-installation.html"><strong aria-hidden="true">1.1.</strong> Installation</a></li><li class="expanded "><a href="ch01-02-hello-world.html"><strong aria-hidden="true">1.2.</strong> Hello, World!</a></li><li class="expanded "><a href="ch01-03-hello-cargo.html"><strong aria-hidden="true">1.3.</strong> Hello, Cargo!</a></li></ol></li><li class="expanded "><a href="ch02-00-guessing-game-tutorial.html"><strong aria-hidden="true">2.</strong> Programming a Guessing Game</a></li><li class="expanded "><a href="ch03-00-common-programming-concepts.html"><strong aria-hidden="true">3.</strong> Common Programming Concepts</a></li><li><ol class="section"><li class="expanded "><a href="ch03-01-variables-and-mutability.html"><strong aria-hidden="true">3.1.</strong> Variables and Mutability</a></li><li class="expanded "><a href="ch03-02-data-types.html"><strong aria-hidden="true">3.2.</strong> Data Types</a></li><li class="expanded "><a href="ch03-03-how-functions-work.html"><strong aria-hidden="true">3.3.</strong> Functions</a></li><li class="expanded "><a href="ch03-04-comments.html"><strong aria-hidden="true">3.4.</strong> Comments</a></li><li class="expanded "><a href="ch03-05-control-flow.html"><strong aria-hidden="true">3.5.</strong> Control Flow</a></li></ol></li><li class="expanded "><a href="ch04-00-understanding-ownership.html"><strong aria-hidden="true">4.</strong> Understanding Ownership</a></li><li><ol class="section"><li class="expanded "><a href="ch04-01-what-is-ownership.html"><strong aria-hidden="true">4.1.</strong> What is Ownership?</a></li><li class="expanded "><a href="ch04-02-references-and-borrowing.html"><strong aria-hidden="true">4.2.</strong> References and Borrowing</a></li><li class="expanded "><a href="ch04-03-slices.html"><strong aria-hidden="true">4.3.</strong> The Slice Type</a></li></ol></li><li class="expanded "><a href="ch05-00-structs.html"><strong aria-hidden="true">5.</strong> Using Structs to Structure Related Data</a></li><li><ol class="section"><li class="expanded "><a href="ch05-01-defining-structs.html"><strong aria-hidden="true">5.1.</strong> Defining and Instantiating Structs</a></li><li class="expanded "><a href="ch05-02-example-structs.html"><strong aria-hidden="true">5.2.</strong> An Example Program Using Structs</a></li><li class="expanded "><a href="ch05-03-method-syntax.html"><strong aria-hidden="true">5.3.</strong> Method Syntax</a></li></ol></li><li class="expanded "><a href="ch06-00-enums.html"><strong aria-hidden="true">6.</strong> Enums and Pattern Matching</a></li><li><ol class="section"><li class="expanded "><a href="ch06-01-defining-an-enum.html"><strong aria-hidden="true">6.1.</strong> Defining an Enum</a></li><li class="expanded "><a href="ch06-02-match.html"><strong aria-hidden="true">6.2.</strong> The match Control Flow Operator</a></li><li class="expanded "><a href="ch06-03-if-let.html"><strong aria-hidden="true">6.3.</strong> Concise Control Flow with if let</a></li></ol></li><li class="expanded "><a href="ch07-00-managing-growing-projects-with-packages-crates-and-modules.html"><strong aria-hidden="true">7.</strong> Managing Growing Projects with Packages, Crates, and Modules</a></li><li><ol class="section"><li class="expanded "><a href="ch07-01-packages-and-crates.html"><strong aria-hidden="true">7.1.</strong> Packages and Crates</a></li><li class="expanded "><a href="ch07-02-defining-modules-to-control-scope-and-privacy.html"><strong aria-hidden="true">7.2.</strong> Defining Modules to Control Scope and Privacy</a></li><li class="expanded "><a href="ch07-03-paths-for-referring-to-an-item-in-the-module-tree.html"><
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<main>
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<h2><a class="header" href="#using-trait-objects-that-allow-for-values-of-different-types" id="using-trait-objects-that-allow-for-values-of-different-types">Using Trait Objects That Allow for Values of Different Types</a></h2>
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<p>In Chapter 8, we mentioned that one limitation of vectors is that they can
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store elements of only one type. We created a workaround in Listing 8-10 where
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we defined a <code>SpreadsheetCell</code> enum that had variants to hold integers, floats,
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and text. This meant we could store different types of data in each cell and
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still have a vector that represented a row of cells. This is a perfectly good
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solution when our interchangeable items are a fixed set of types that we know
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when our code is compiled.</p>
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<p>However, sometimes we want our library user to be able to extend the set of
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types that are valid in a particular situation. To show how we might achieve
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this, we’ll create an example graphical user interface (GUI) tool that iterates
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through a list of items, calling a <code>draw</code> method on each one to draw it to the
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screen—a common technique for GUI tools. We’ll create a library crate called
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<code>gui</code> that contains the structure of a GUI library. This crate might include
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some types for people to use, such as <code>Button</code> or <code>TextField</code>. In addition,
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<code>gui</code> users will want to create their own types that can be drawn: for
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instance, one programmer might add an <code>Image</code> and another might add a
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<code>SelectBox</code>.</p>
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<p>We won’t implement a fully fledged GUI library for this example but will show
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how the pieces would fit together. At the time of writing the library, we can’t
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know and define all the types other programmers might want to create. But we do
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know that <code>gui</code> needs to keep track of many values of different types, and it
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needs to call a <code>draw</code> method on each of these differently typed values. It
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doesn’t need to know exactly what will happen when we call the <code>draw</code> method,
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just that the value will have that method available for us to call.</p>
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<p>To do this in a language with inheritance, we might define a class named
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<code>Component</code> that has a method named <code>draw</code> on it. The other classes, such as
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<code>Button</code>, <code>Image</code>, and <code>SelectBox</code>, would inherit from <code>Component</code> and thus
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inherit the <code>draw</code> method. They could each override the <code>draw</code> method to define
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their custom behavior, but the framework could treat all of the types as if
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they were <code>Component</code> instances and call <code>draw</code> on them. But because Rust
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doesn’t have inheritance, we need another way to structure the <code>gui</code> library to
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allow users to extend it with new types.</p>
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<h3><a class="header" href="#defining-a-trait-for-common-behavior" id="defining-a-trait-for-common-behavior">Defining a Trait for Common Behavior</a></h3>
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<p>To implement the behavior we want <code>gui</code> to have, we’ll define a trait named
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<code>Draw</code> that will have one method named <code>draw</code>. Then we can define a vector that
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takes a <em>trait object</em>. A trait object points to both an instance of a type
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implementing our specified trait as well as a table used to look up trait
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methods on that type at runtime. We create a trait object by specifying some
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sort of pointer, such as a <code>&</code> reference or a <code>Box<T></code> smart pointer, then the
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<code>dyn</code> keyword, and then specifying the relevant trait. (We’ll talk about the
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reason trait objects must use a pointer in Chapter 19 in the section
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<a href="ch19-04-advanced-types.html#dynamically-sized-types-and-the-sized-trait">“Dynamically Sized Types and the <code>Sized</code> Trait.”</a><!--
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ignore -->) We can use trait objects in place of a generic or concrete type.
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Wherever we use a trait object, Rust’s type system will ensure at compile time
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that any value used in that context will implement the trait object’s trait.
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Consequently, we don’t need to know all the possible types at compile time.</p>
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<p>We’ve mentioned that in Rust, we refrain from calling structs and enums
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“objects” to distinguish them from other languages’ objects. In a struct or
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enum, the data in the struct fields and the behavior in <code>impl</code> blocks are
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separated, whereas in other languages, the data and behavior combined into one
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concept is often labeled an object. However, trait objects <em>are</em> more like
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objects in other languages in the sense that they combine data and behavior.
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But trait objects differ from traditional objects in that we can’t add data to
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a trait object. Trait objects aren’t as generally useful as objects in other
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languages: their specific purpose is to allow abstraction across common
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behavior.</p>
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<p>Listing 17-3 shows how to define a trait named <code>Draw</code> with one method named
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<code>draw</code>:</p>
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<p><span class="filename">Filename: src/lib.rs</span></p>
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<pre><pre class="playpen"><code class="language-rust">
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|
<span class="boring">#![allow(unused_variables)]
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</span><span class="boring">fn main() {
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</span>pub trait Draw {
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fn draw(&self);
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 17-3: Definition of the <code>Draw</code> trait</span></p>
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<p>This syntax should look familiar from our discussions on how to define traits
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in Chapter 10. Next comes some new syntax: Listing 17-4 defines a struct named
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<code>Screen</code> that holds a vector named <code>components</code>. This vector is of type
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|
<code>Box<dyn Draw></code>, which is a trait object; it’s a stand-in for any type inside
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a <code>Box</code> that implements the <code>Draw</code> trait.</p>
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<p><span class="filename">Filename: src/lib.rs</span></p>
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|
<pre><pre class="playpen"><code class="language-rust">
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|
<span class="boring">#![allow(unused_variables)]
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|
</span><span class="boring">fn main() {
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|
</span><span class="boring">pub trait Draw {
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|
</span><span class="boring"> fn draw(&self);
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</span><span class="boring">}
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</span><span class="boring">
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</span>pub struct Screen {
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pub components: Vec<Box<dyn Draw>>,
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 17-4: Definition of the <code>Screen</code> struct with a
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<code>components</code> field holding a vector of trait objects that implement the <code>Draw</code>
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trait</span></p>
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<p>On the <code>Screen</code> struct, we’ll define a method named <code>run</code> that will call the
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<code>draw</code> method on each of its <code>components</code>, as shown in Listing 17-5:</p>
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<p><span class="filename">Filename: src/lib.rs</span></p>
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|
<pre><pre class="playpen"><code class="language-rust">
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|
<span class="boring">#![allow(unused_variables)]
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</span><span class="boring">fn main() {
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</span><span class="boring">pub trait Draw {
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</span><span class="boring"> fn draw(&self);
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</span><span class="boring">}
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</span><span class="boring">
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</span><span class="boring">pub struct Screen {
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</span><span class="boring"> pub components: Vec<Box<dyn Draw>>,
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</span><span class="boring">}
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</span><span class="boring">
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</span>impl Screen {
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pub fn run(&self) {
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for component in self.components.iter() {
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component.draw();
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}
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}
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}
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<span class="boring">}
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</span></code></pre></pre>
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<p><span class="caption">Listing 17-5: A <code>run</code> method on <code>Screen</code> that calls the
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|
<code>draw</code> method on each component</span></p>
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|
<p>This works differently from defining a struct that uses a generic type
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|
parameter with trait bounds. A generic type parameter can only be substituted
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|
with one concrete type at a time, whereas trait objects allow for multiple
|
|||
|
concrete types to fill in for the trait object at runtime. For example, we
|
|||
|
could have defined the <code>Screen</code> struct using a generic type and a trait bound
|
|||
|
as in Listing 17-6:</p>
|
|||
|
<p><span class="filename">Filename: src/lib.rs</span></p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span><span class="boring">pub trait Draw {
|
|||
|
</span><span class="boring"> fn draw(&self);
|
|||
|
</span><span class="boring">}
|
|||
|
</span><span class="boring">
|
|||
|
</span>pub struct Screen<T: Draw> {
|
|||
|
pub components: Vec<T>,
|
|||
|
}
|
|||
|
|
|||
|
impl<T> Screen<T>
|
|||
|
where T: Draw {
|
|||
|
pub fn run(&self) {
|
|||
|
for component in self.components.iter() {
|
|||
|
component.draw();
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p><span class="caption">Listing 17-6: An alternate implementation of the <code>Screen</code>
|
|||
|
struct and its <code>run</code> method using generics and trait bounds</span></p>
|
|||
|
<p>This restricts us to a <code>Screen</code> instance that has a list of components all of
|
|||
|
type <code>Button</code> or all of type <code>TextField</code>. If you’ll only ever have homogeneous
|
|||
|
collections, using generics and trait bounds is preferable because the
|
|||
|
definitions will be monomorphized at compile time to use the concrete types.</p>
|
|||
|
<p>On the other hand, with the method using trait objects, one <code>Screen</code> instance
|
|||
|
can hold a <code>Vec<T></code> that contains a <code>Box<Button></code> as well as a
|
|||
|
<code>Box<TextField></code>. Let’s look at how this works, and then we’ll talk about the
|
|||
|
runtime performance implications.</p>
|
|||
|
<h3><a class="header" href="#implementing-the-trait" id="implementing-the-trait">Implementing the Trait</a></h3>
|
|||
|
<p>Now we’ll add some types that implement the <code>Draw</code> trait. We’ll provide the
|
|||
|
<code>Button</code> type. Again, actually implementing a GUI library is beyond the scope
|
|||
|
of this book, so the <code>draw</code> method won’t have any useful implementation in its
|
|||
|
body. To imagine what the implementation might look like, a <code>Button</code> struct
|
|||
|
might have fields for <code>width</code>, <code>height</code>, and <code>label</code>, as shown in Listing 17-7:</p>
|
|||
|
<p><span class="filename">Filename: src/lib.rs</span></p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span><span class="boring">pub trait Draw {
|
|||
|
</span><span class="boring"> fn draw(&self);
|
|||
|
</span><span class="boring">}
|
|||
|
</span><span class="boring">
|
|||
|
</span>pub struct Button {
|
|||
|
pub width: u32,
|
|||
|
pub height: u32,
|
|||
|
pub label: String,
|
|||
|
}
|
|||
|
|
|||
|
impl Draw for Button {
|
|||
|
fn draw(&self) {
|
|||
|
// code to actually draw a button
|
|||
|
}
|
|||
|
}
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p><span class="caption">Listing 17-7: A <code>Button</code> struct that implements the
|
|||
|
<code>Draw</code> trait</span></p>
|
|||
|
<p>The <code>width</code>, <code>height</code>, and <code>label</code> fields on <code>Button</code> will differ from the
|
|||
|
fields on other components, such as a <code>TextField</code> type, that might have those
|
|||
|
fields plus a <code>placeholder</code> field instead. Each of the types we want to draw on
|
|||
|
the screen will implement the <code>Draw</code> trait but will use different code in the
|
|||
|
<code>draw</code> method to define how to draw that particular type, as <code>Button</code> has here
|
|||
|
(without the actual GUI code, which is beyond the scope of this chapter). The
|
|||
|
<code>Button</code> type, for instance, might have an additional <code>impl</code> block containing
|
|||
|
methods related to what happens when a user clicks the button. These kinds of
|
|||
|
methods won’t apply to types like <code>TextField</code>.</p>
|
|||
|
<p>If someone using our library decides to implement a <code>SelectBox</code> struct that has
|
|||
|
<code>width</code>, <code>height</code>, and <code>options</code> fields, they implement the <code>Draw</code> trait on the
|
|||
|
<code>SelectBox</code> type as well, as shown in Listing 17-8:</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><code class="language-rust ignore">use gui::Draw;
|
|||
|
|
|||
|
struct SelectBox {
|
|||
|
width: u32,
|
|||
|
height: u32,
|
|||
|
options: Vec<String>,
|
|||
|
}
|
|||
|
|
|||
|
impl Draw for SelectBox {
|
|||
|
fn draw(&self) {
|
|||
|
// code to actually draw a select box
|
|||
|
}
|
|||
|
}
|
|||
|
</code></pre>
|
|||
|
<p><span class="caption">Listing 17-8: Another crate using <code>gui</code> and implementing
|
|||
|
the <code>Draw</code> trait on a <code>SelectBox</code> struct</span></p>
|
|||
|
<p>Our library’s user can now write their <code>main</code> function to create a <code>Screen</code>
|
|||
|
instance. To the <code>Screen</code> instance, they can add a <code>SelectBox</code> and a <code>Button</code>
|
|||
|
by putting each in a <code>Box<T></code> to become a trait object. They can then call the
|
|||
|
<code>run</code> method on the <code>Screen</code> instance, which will call <code>draw</code> on each of the
|
|||
|
components. Listing 17-9 shows this implementation:</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><code class="language-rust ignore">use gui::{Screen, Button};
|
|||
|
|
|||
|
fn main() {
|
|||
|
let screen = Screen {
|
|||
|
components: vec![
|
|||
|
Box::new(SelectBox {
|
|||
|
width: 75,
|
|||
|
height: 10,
|
|||
|
options: vec![
|
|||
|
String::from("Yes"),
|
|||
|
String::from("Maybe"),
|
|||
|
String::from("No")
|
|||
|
],
|
|||
|
}),
|
|||
|
Box::new(Button {
|
|||
|
width: 50,
|
|||
|
height: 10,
|
|||
|
label: String::from("OK"),
|
|||
|
}),
|
|||
|
],
|
|||
|
};
|
|||
|
|
|||
|
screen.run();
|
|||
|
}
|
|||
|
</code></pre>
|
|||
|
<p><span class="caption">Listing 17-9: Using trait objects to store values of
|
|||
|
different types that implement the same trait</span></p>
|
|||
|
<p>When we wrote the library, we didn’t know that someone might add the
|
|||
|
<code>SelectBox</code> type, but our <code>Screen</code> implementation was able to operate on the
|
|||
|
new type and draw it because <code>SelectBox</code> implements the <code>Draw</code> trait, which
|
|||
|
means it implements the <code>draw</code> method.</p>
|
|||
|
<p>This concept—of being concerned only with the messages a value responds to
|
|||
|
rather than the value’s concrete type—is similar to the concept of <em>duck
|
|||
|
typing</em> in dynamically typed languages: if it walks like a duck and quacks
|
|||
|
like a duck, then it must be a duck! In the implementation of <code>run</code> on <code>Screen</code>
|
|||
|
in Listing 17-5, <code>run</code> doesn’t need to know what the concrete type of each
|
|||
|
component is. It doesn’t check whether a component is an instance of a <code>Button</code>
|
|||
|
or a <code>SelectBox</code>, it just calls the <code>draw</code> method on the component. By
|
|||
|
specifying <code>Box<dyn Draw></code> as the type of the values in the <code>components</code>
|
|||
|
vector, we’ve defined <code>Screen</code> to need values that we can call the <code>draw</code>
|
|||
|
method on.</p>
|
|||
|
<p>The advantage of using trait objects and Rust’s type system to write code
|
|||
|
similar to code using duck typing is that we never have to check whether a
|
|||
|
value implements a particular method at runtime or worry about getting errors
|
|||
|
if a value doesn’t implement a method but we call it anyway. Rust won’t compile
|
|||
|
our code if the values don’t implement the traits that the trait objects need.</p>
|
|||
|
<p>For example, Listing 17-10 shows what happens if we try to create a <code>Screen</code>
|
|||
|
with a <code>String</code> as a component:</p>
|
|||
|
<p><span class="filename">Filename: src/main.rs</span></p>
|
|||
|
<pre><code class="language-rust ignore does_not_compile">use gui::Screen;
|
|||
|
|
|||
|
fn main() {
|
|||
|
let screen = Screen {
|
|||
|
components: vec![
|
|||
|
Box::new(String::from("Hi")),
|
|||
|
],
|
|||
|
};
|
|||
|
|
|||
|
screen.run();
|
|||
|
}
|
|||
|
</code></pre>
|
|||
|
<p><span class="caption">Listing 17-10: Attempting to use a type that doesn’t
|
|||
|
implement the trait object’s trait</span></p>
|
|||
|
<p>We’ll get this error because <code>String</code> doesn’t implement the <code>Draw</code> trait:</p>
|
|||
|
<pre><code class="language-text">error[E0277]: the trait bound `std::string::String: gui::Draw` is not satisfied
|
|||
|
--> src/main.rs:7:13
|
|||
|
|
|
|||
|
7 | Box::new(String::from("Hi")),
|
|||
|
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ the trait gui::Draw is not
|
|||
|
implemented for `std::string::String`
|
|||
|
|
|
|||
|
= note: required for the cast to the object type `gui::Draw`
|
|||
|
</code></pre>
|
|||
|
<p>This error lets us know that either we’re passing something to <code>Screen</code> we
|
|||
|
didn’t mean to pass and we should pass a different type or we should implement
|
|||
|
<code>Draw</code> on <code>String</code> so that <code>Screen</code> is able to call <code>draw</code> on it.</p>
|
|||
|
<h3><a class="header" href="#trait-objects-perform-dynamic-dispatch" id="trait-objects-perform-dynamic-dispatch">Trait Objects Perform Dynamic Dispatch</a></h3>
|
|||
|
<p>Recall in the <a href="ch10-01-syntax.html#performance-of-code-using-generics">“Performance of Code Using
|
|||
|
Generics”</a><!-- ignore --> section in
|
|||
|
Chapter 10 our discussion on the monomorphization process performed by the
|
|||
|
compiler when we use trait bounds on generics: the compiler generates
|
|||
|
nongeneric implementations of functions and methods for each concrete type
|
|||
|
that we use in place of a generic type parameter. The code that results from
|
|||
|
monomorphization is doing <em>static dispatch</em>, which is when the compiler knows
|
|||
|
what method you’re calling at compile time. This is opposed to <em>dynamic
|
|||
|
dispatch</em>, which is when the compiler can’t tell at compile time which method
|
|||
|
you’re calling. In dynamic dispatch cases, the compiler emits code that at
|
|||
|
runtime will figure out which method to call.</p>
|
|||
|
<p>When we use trait objects, Rust must use dynamic dispatch. The compiler doesn’t
|
|||
|
know all the types that might be used with the code that is using trait
|
|||
|
objects, so it doesn’t know which method implemented on which type to call.
|
|||
|
Instead, at runtime, Rust uses the pointers inside the trait object to know
|
|||
|
which method to call. There is a runtime cost when this lookup happens that
|
|||
|
doesn’t occur with static dispatch. Dynamic dispatch also prevents the compiler
|
|||
|
from choosing to inline a method’s code, which in turn prevents some
|
|||
|
optimizations. However, we did get extra flexibility in the code that we wrote
|
|||
|
in Listing 17-5 and were able to support in Listing 17-9, so it’s a trade-off
|
|||
|
to consider.</p>
|
|||
|
<h3><a class="header" href="#object-safety-is-required-for-trait-objects" id="object-safety-is-required-for-trait-objects">Object Safety Is Required for Trait Objects</a></h3>
|
|||
|
<p>You can only make <em>object-safe</em> traits into trait objects. Some complex rules
|
|||
|
govern all the properties that make a trait object safe, but in practice, only
|
|||
|
two rules are relevant. A trait is object safe if all the methods defined in
|
|||
|
the trait have the following properties:</p>
|
|||
|
<ul>
|
|||
|
<li>The return type isn’t <code>Self</code>.</li>
|
|||
|
<li>There are no generic type parameters.</li>
|
|||
|
</ul>
|
|||
|
<p>The <code>Self</code> keyword is an alias for the type we’re implementing the traits or
|
|||
|
methods on. Trait objects must be object safe because once you’ve used a trait
|
|||
|
object, Rust no longer knows the concrete type that’s implementing that trait.
|
|||
|
If a trait method returns the concrete <code>Self</code> type, but a trait object forgets
|
|||
|
the exact type that <code>Self</code> is, there is no way the method can use the original
|
|||
|
concrete type. The same is true of generic type parameters that are filled in
|
|||
|
with concrete type parameters when the trait is used: the concrete types become
|
|||
|
part of the type that implements the trait. When the type is forgotten through
|
|||
|
the use of a trait object, there is no way to know what types to fill in the
|
|||
|
generic type parameters with.</p>
|
|||
|
<p>An example of a trait whose methods are not object safe is the standard
|
|||
|
library’s <code>Clone</code> trait. The signature for the <code>clone</code> method in the <code>Clone</code>
|
|||
|
trait looks like this:</p>
|
|||
|
<pre><pre class="playpen"><code class="language-rust">
|
|||
|
<span class="boring">#![allow(unused_variables)]
|
|||
|
</span><span class="boring">fn main() {
|
|||
|
</span>pub trait Clone {
|
|||
|
fn clone(&self) -> Self;
|
|||
|
}
|
|||
|
<span class="boring">}
|
|||
|
</span></code></pre></pre>
|
|||
|
<p>The <code>String</code> type implements the <code>Clone</code> trait, and when we call the <code>clone</code>
|
|||
|
method on an instance of <code>String</code> we get back an instance of <code>String</code>.
|
|||
|
Similarly, if we call <code>clone</code> on an instance of <code>Vec<T></code>, we get back an
|
|||
|
instance of <code>Vec<T></code>. The signature of <code>clone</code> needs to know what type will
|
|||
|
stand in for <code>Self</code>, because that’s the return type.</p>
|
|||
|
<p>The compiler will indicate when you’re trying to do something that violates the
|
|||
|
rules of object safety in regard to trait objects. For example, let’s say we
|
|||
|
tried to implement the <code>Screen</code> struct in Listing 17-4 to hold types that
|
|||
|
implement the <code>Clone</code> trait instead of the <code>Draw</code> trait, like this:</p>
|
|||
|
<pre><code class="language-rust ignore does_not_compile">pub struct Screen {
|
|||
|
pub components: Vec<Box<dyn Clone>>,
|
|||
|
}
|
|||
|
</code></pre>
|
|||
|
<p>We would get this error:</p>
|
|||
|
<pre><code class="language-text">error[E0038]: the trait `std::clone::Clone` cannot be made into an object
|
|||
|
--> src/lib.rs:2:5
|
|||
|
|
|
|||
|
2 | pub components: Vec<Box<dyn Clone>>,
|
|||
|
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ the trait `std::clone::Clone`
|
|||
|
cannot be made into an object
|
|||
|
|
|
|||
|
= note: the trait cannot require that `Self : Sized`
|
|||
|
</code></pre>
|
|||
|
<p>This error means you can’t use this trait as a trait object in this way. If
|
|||
|
you’re interested in more details on object safety, see <a href="https://github.com/rust-lang/rfcs/blob/master/text/0255-object-safety.md">Rust RFC 255</a>.</p>
|
|||
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