595 lines
46 KiB
HTML
595 lines
46 KiB
HTML
<!DOCTYPE HTML>
|
||
<html lang="en" class="sidebar-visible no-js light">
|
||
<head>
|
||
<!-- Book generated using mdBook -->
|
||
<meta charset="UTF-8">
|
||
<title>Using Trait Objects That Allow for Values of Different Types - The Rust Programming Language</title>
|
||
|
||
|
||
<meta content="text/html; charset=utf-8" http-equiv="Content-Type">
|
||
<meta name="description" content="">
|
||
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||
<meta name="theme-color" content="#ffffff" />
|
||
|
||
<link rel="shortcut icon" href="favicon.png">
|
||
<link rel="stylesheet" href="css/variables.css">
|
||
<link rel="stylesheet" href="css/general.css">
|
||
<link rel="stylesheet" href="css/chrome.css">
|
||
<link rel="stylesheet" href="css/print.css" media="print">
|
||
|
||
<!-- Fonts -->
|
||
<link rel="stylesheet" href="FontAwesome/css/font-awesome.css">
|
||
<link href="googleFonts/css.css" rel="stylesheet" type="text/css">
|
||
|
||
<!-- Highlight.js Stylesheets -->
|
||
<link rel="stylesheet" href="highlight.css">
|
||
<link rel="stylesheet" href="tomorrow-night.css">
|
||
<link rel="stylesheet" href="ayu-highlight.css">
|
||
|
||
<!-- Custom theme stylesheets -->
|
||
|
||
<link rel="stylesheet" href="ferris.css">
|
||
|
||
<link rel="stylesheet" href="theme/2018-edition.css">
|
||
|
||
|
||
|
||
</head>
|
||
<body>
|
||
<!-- Provide site root to javascript -->
|
||
<script type="text/javascript">
|
||
var path_to_root = "";
|
||
var default_theme = window.matchMedia("(prefers-color-scheme: dark)").matches ? "light" : "light";
|
||
</script>
|
||
|
||
<!-- Work around some values being stored in localStorage wrapped in quotes -->
|
||
<script type="text/javascript">
|
||
try {
|
||
var theme = localStorage.getItem('mdbook-theme');
|
||
var sidebar = localStorage.getItem('mdbook-sidebar');
|
||
|
||
if (theme.startsWith('"') && theme.endsWith('"')) {
|
||
localStorage.setItem('mdbook-theme', theme.slice(1, theme.length - 1));
|
||
}
|
||
|
||
if (sidebar.startsWith('"') && sidebar.endsWith('"')) {
|
||
localStorage.setItem('mdbook-sidebar', sidebar.slice(1, sidebar.length - 1));
|
||
}
|
||
} catch (e) { }
|
||
</script>
|
||
|
||
<!-- Set the theme before any content is loaded, prevents flash -->
|
||
<script type="text/javascript">
|
||
var theme;
|
||
try { theme = localStorage.getItem('mdbook-theme'); } catch(e) { }
|
||
if (theme === null || theme === undefined) { theme = default_theme; }
|
||
var html = document.querySelector('html');
|
||
html.classList.remove('no-js')
|
||
html.classList.remove('light')
|
||
html.classList.add(theme);
|
||
html.classList.add('js');
|
||
</script>
|
||
|
||
<!-- Hide / unhide sidebar before it is displayed -->
|
||
<script type="text/javascript">
|
||
var html = document.querySelector('html');
|
||
var sidebar = 'hidden';
|
||
if (document.body.clientWidth >= 1080) {
|
||
try { sidebar = localStorage.getItem('mdbook-sidebar'); } catch(e) { }
|
||
sidebar = sidebar || 'visible';
|
||
}
|
||
html.classList.remove('sidebar-visible');
|
||
html.classList.add("sidebar-" + sidebar);
|
||
</script>
|
||
|
||
<nav id="sidebar" class="sidebar" aria-label="Table of contents">
|
||
<div id="sidebar-scrollbox" class="sidebar-scrollbox">
|
||
<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"><strong aria-hidden="true">7.3.</strong> Paths for Referring to an Item in the Module Tree</a></li><li class="expanded "><a href="ch07-04-bringing-paths-into-scope-with-the-use-keyword.html"><strong aria-hidden="true">7.4.</strong> Bringing Paths Into Scope with the use Keyword</a></li><li class="expanded "><a href="ch07-05-separating-modules-into-different-files.html"><strong aria-hidden="true">7.5.</strong> Separating Modules into Different Files</a></li></ol></li><li class="expanded "><a href="ch08-00-common-collections.html"><strong aria-hidden="true">8.</strong> Common Collections</a></li><li><ol class="section"><li class="expanded "><a href="ch08-01-vectors.html"><strong aria-hidden="true">8.1.</strong> Storing Lists of Values with Vectors</a></li><li class="expanded "><a href="ch08-02-strings.html"><strong aria-hidden="true">8.2.</strong> Storing UTF-8 Encoded Text with Strings</a></li><li class="expanded "><a href="ch08-03-hash-maps.html"><strong aria-hidden="true">8.3.</strong> Storing Keys with Associated Values in Hash Maps</a></li></ol></li><li class="expanded "><a href="ch09-00-error-handling.html"><strong aria-hidden="true">9.</strong> Error Handling</a></li><li><ol class="section"><li class="expanded "><a href="ch09-01-unrecoverable-errors-with-panic.html"><strong aria-hidden="true">9.1.</strong> Unrecoverable Errors with panic!</a></li><li class="expanded "><a href="ch09-02-recoverable-errors-with-result.html"><strong aria-hidden="true">9.2.</strong> Recoverable Errors with Result</a></li><li class="expanded "><a href="ch09-03-to-panic-or-not-to-panic.html"><strong aria-hidden="true">9.3.</strong> To panic! or Not To panic!</a></li></ol></li><li class="expanded "><a href="ch10-00-generics.html"><strong aria-hidden="true">10.</strong> Generic Types, Traits, and Lifetimes</a></li><li><ol class="section"><li class="expanded "><a href="ch10-01-syntax.html"><strong aria-hidden="true">10.1.</strong> Generic Data Types</a></li><li class="expanded "><a href="ch10-02-traits.html"><strong aria-hidden="true">10.2.</strong> Traits: Defining Shared Behavior</a></li><li class="expanded "><a href="ch10-03-lifetime-syntax.html"><strong aria-hidden="true">10.3.</strong> Validating References with Lifetimes</a></li></ol></li><li class="expanded "><a href="ch11-00-testing.html"><strong aria-hidden="true">11.</strong> Writing Automated Tests</a></li><li><ol class="section"><li class="expanded "><a href="ch11-01-writing-tests.html"><strong aria-hidden="true">11.1.</strong> How to Write Tests</a></li><li class="expanded "><a href="ch11-02-running-tests.html"><strong aria-hidden="true">11.2.</strong> Controlling How Tests Are Run</a></li><li class="expanded "><a href="ch11-03-test-organization.html"><strong aria-hidden="true">11.3.</strong> Test Organization</a></li></ol></li><li class="expanded "><a href="ch12-00-an-io-project.html"><strong aria-hidden="true">12.</strong> An I/O Project: Building a Command Line Program</a></li><li><ol class="section"><li class="expanded "><a href="ch12-01-accepting-command-line-arguments.html"><strong aria-hidden="true">12.1.</strong> Accepting Command Line Arguments</a></li><li class="expanded "><a href="ch12-02-reading-a-file.html"><strong aria-hidden="true">12.2.</strong> Reading a File</a></li><li class="expanded "><a href="ch12-03-improving-error-handling-and-modularity.html"><strong aria-hidden="true">12.3.</strong> Refactoring to Improve Modularity and Error Handling</a></li><li class="expanded "><a href="ch12-04-testing-the-librarys-functionality.html"><strong aria-hidden="true">12.4.</strong> Developing the Library’s Functionality with Test Driven Development</a></li><li class="expanded "><a href="ch12-05-working-with-environment-variables.html"><strong aria-hidden="true">12.5.</strong> Working with Environment Variables</a></li><li class="expanded "><a href="ch12-06-writing-to-stderr-instead-of-stdout.html"><strong aria-hidden="true">12.6.</strong> Writing Error Messages to Standard Error Instead of Standard Output</a></li></ol></li><li class="expanded "><a href="ch13-00-functional-features.html"><strong aria-hidden="true">13.</strong> Functional Language Features: Iterators and Closures</a></li><li><ol class="section"><li class="expanded "><a href="ch13-01-closures.html"><strong aria-hidden="true">13.1.</strong> Closures: Anonymous Functions that Can Capture Their Environment</a></li><li class="expanded "><a href="ch13-02-iterators.html"><strong aria-hidden="true">13.2.</strong> Processing a Series of Items with Iterators</a></li><li class="expanded "><a href="ch13-03-improving-our-io-project.html"><strong aria-hidden="true">13.3.</strong> Improving Our I/O Project</a></li><li class="expanded "><a href="ch13-04-performance.html"><strong aria-hidden="true">13.4.</strong> Comparing Performance: Loops vs. Iterators</a></li></ol></li><li class="expanded "><a href="ch14-00-more-about-cargo.html"><strong aria-hidden="true">14.</strong> More about Cargo and Crates.io</a></li><li><ol class="section"><li class="expanded "><a href="ch14-01-release-profiles.html"><strong aria-hidden="true">14.1.</strong> Customizing Builds with Release Profiles</a></li><li class="expanded "><a href="ch14-02-publishing-to-crates-io.html"><strong aria-hidden="true">14.2.</strong> Publishing a Crate to Crates.io</a></li><li class="expanded "><a href="ch14-03-cargo-workspaces.html"><strong aria-hidden="true">14.3.</strong> Cargo Workspaces</a></li><li class="expanded "><a href="ch14-04-installing-binaries.html"><strong aria-hidden="true">14.4.</strong> Installing Binaries from Crates.io with cargo install</a></li><li class="expanded "><a href="ch14-05-extending-cargo.html"><strong aria-hidden="true">14.5.</strong> Extending Cargo with Custom Commands</a></li></ol></li><li class="expanded "><a href="ch15-00-smart-pointers.html"><strong aria-hidden="true">15.</strong> Smart Pointers</a></li><li><ol class="section"><li class="expanded "><a href="ch15-01-box.html"><strong aria-hidden="true">15.1.</strong> Using Box<T> to Point to Data on the Heap</a></li><li class="expanded "><a href="ch15-02-deref.html"><strong aria-hidden="true">15.2.</strong> Treating Smart Pointers Like Regular References with the Deref Trait</a></li><li class="expanded "><a href="ch15-03-drop.html"><strong aria-hidden="true">15.3.</strong> Running Code on Cleanup with the Drop Trait</a></li><li class="expanded "><a href="ch15-04-rc.html"><strong aria-hidden="true">15.4.</strong> Rc<T>, the Reference Counted Smart Pointer</a></li><li class="expanded "><a href="ch15-05-interior-mutability.html"><strong aria-hidden="true">15.5.</strong> RefCell<T> and the Interior Mutability Pattern</a></li><li class="expanded "><a href="ch15-06-reference-cycles.html"><strong aria-hidden="true">15.6.</strong> Reference Cycles Can Leak Memory</a></li></ol></li><li class="expanded "><a href="ch16-00-concurrency.html"><strong aria-hidden="true">16.</strong> Fearless Concurrency</a></li><li><ol class="section"><li class="expanded "><a href="ch16-01-threads.html"><strong aria-hidden="true">16.1.</strong> Using Threads to Run Code Simultaneously</a></li><li class="expanded "><a href="ch16-02-message-passing.html"><strong aria-hidden="true">16.2.</strong> Using Message Passing to Transfer Data Between Threads</a></li><li class="expanded "><a href="ch16-03-shared-state.html"><strong aria-hidden="true">16.3.</strong> Shared-State Concurrency</a></li><li class="expanded "><a href="ch16-04-extensible-concurrency-sync-and-send.html"><strong aria-hidden="true">16.4.</strong> Extensible Concurrency with the Sync and Send Traits</a></li></ol></li><li class="expanded "><a href="ch17-00-oop.html"><strong aria-hidden="true">17.</strong> Object Oriented Programming Features of Rust</a></li><li><ol class="section"><li class="expanded "><a href="ch17-01-what-is-oo.html"><strong aria-hidden="true">17.1.</strong> Characteristics of Object-Oriented Languages</a></li><li class="expanded "><a href="ch17-02-trait-objects.html" class="active"><strong aria-hidden="true">17.2.</strong> Using Trait Objects That Allow for Values of Different Types</a></li><li class="expanded "><a href="ch17-03-oo-design-patterns.html"><strong aria-hidden="true">17.3.</strong> Implementing an Object-Oriented Design Pattern</a></li></ol></li><li class="expanded "><a href="ch18-00-patterns.html"><strong aria-hidden="true">18.</strong> Patterns and Matching</a></li><li><ol class="section"><li class="expanded "><a href="ch18-01-all-the-places-for-patterns.html"><strong aria-hidden="true">18.1.</strong> All the Places Patterns Can Be Used</a></li><li class="expanded "><a href="ch18-02-refutability.html"><strong aria-hidden="true">18.2.</strong> Refutability: Whether a Pattern Might Fail to Match</a></li><li class="expanded "><a href="ch18-03-pattern-syntax.html"><strong aria-hidden="true">18.3.</strong> Pattern Syntax</a></li></ol></li><li class="expanded "><a href="ch19-00-advanced-features.html"><strong aria-hidden="true">19.</strong> Advanced Features</a></li><li><ol class="section"><li class="expanded "><a href="ch19-01-unsafe-rust.html"><strong aria-hidden="true">19.1.</strong> Unsafe Rust</a></li><li class="expanded "><a href="ch19-03-advanced-traits.html"><strong aria-hidden="true">19.2.</strong> Advanced Traits</a></li><li class="expanded "><a href="ch19-04-advanced-types.html"><strong aria-hidden="true">19.3.</strong> Advanced Types</a></li><li class="expanded "><a href="ch19-05-advanced-functions-and-closures.html"><strong aria-hidden="true">19.4.</strong> Advanced Functions and Closures</a></li><li class="expanded "><a href="ch19-06-macros.html"><strong aria-hidden="true">19.5.</strong> Macros</a></li></ol></li><li class="expanded "><a href="ch20-00-final-project-a-web-server.html"><strong aria-hidden="true">20.</strong> Final Project: Building a Multithreaded Web Server</a></li><li><ol class="section"><li class="expanded "><a href="ch20-01-single-threaded.html"><strong aria-hidden="true">20.1.</strong> Building a Single-Threaded Web Server</a></li><li class="expanded "><a href="ch20-02-multithreaded.html"><strong aria-hidden="true">20.2.</strong> Turning Our Single-Threaded Server into a Multithreaded Server</a></li><li class="expanded "><a href="ch20-03-graceful-shutdown-and-cleanup.html"><strong aria-hidden="true">20.3.</strong> Graceful Shutdown and Cleanup</a></li></ol></li><li class="expanded "><a href="appendix-00.html"><strong aria-hidden="true">21.</strong> Appendix</a></li><li><ol class="section"><li class="expanded "><a href="appendix-01-keywords.html"><strong aria-hidden="true">21.1.</strong> A - Keywords</a></li><li class="expanded "><a href="appendix-02-operators.html"><strong aria-hidden="true">21.2.</strong> B - Operators and Symbols</a></li><li class="expanded "><a href="appendix-03-derivable-traits.html"><strong aria-hidden="true">21.3.</strong> C - Derivable Traits</a></li><li class="expanded "><a href="appendix-04-useful-development-tools.html"><strong aria-hidden="true">21.4.</strong> D - Useful Development Tools</a></li><li class="expanded "><a href="appendix-05-editions.html"><strong aria-hidden="true">21.5.</strong> E - Editions</a></li><li class="expanded "><a href="appendix-06-translation.html"><strong aria-hidden="true">21.6.</strong> F - Translations of the Book</a></li><li class="expanded "><a href="appendix-07-nightly-rust.html"><strong aria-hidden="true">21.7.</strong> G - How Rust is Made and “Nightly Rust”</a></li></ol></li></ol>
|
||
</div>
|
||
<div id="sidebar-resize-handle" class="sidebar-resize-handle"></div>
|
||
</nav>
|
||
|
||
<div id="page-wrapper" class="page-wrapper">
|
||
|
||
<div class="page">
|
||
|
||
<div id="menu-bar" class="menu-bar">
|
||
<div id="menu-bar-sticky-container">
|
||
<div class="left-buttons">
|
||
<button id="sidebar-toggle" class="icon-button" type="button" title="Toggle Table of Contents" aria-label="Toggle Table of Contents" aria-controls="sidebar">
|
||
<i class="fa fa-bars"></i>
|
||
</button>
|
||
<button id="theme-toggle" class="icon-button" type="button" title="Change theme" aria-label="Change theme" aria-haspopup="true" aria-expanded="false" aria-controls="theme-list">
|
||
<i class="fa fa-paint-brush"></i>
|
||
</button>
|
||
<ul id="theme-list" class="theme-popup" aria-label="Themes" role="menu">
|
||
<li role="none"><button role="menuitem" class="theme" id="light">Light (default)</button></li>
|
||
<li role="none"><button role="menuitem" class="theme" id="rust">Rust</button></li>
|
||
<li role="none"><button role="menuitem" class="theme" id="coal">Coal</button></li>
|
||
<li role="none"><button role="menuitem" class="theme" id="navy">Navy</button></li>
|
||
<li role="none"><button role="menuitem" class="theme" id="ayu">Ayu</button></li>
|
||
</ul>
|
||
|
||
<button id="search-toggle" class="icon-button" type="button" title="Search. (Shortkey: s)" aria-label="Toggle Searchbar" aria-expanded="false" aria-keyshortcuts="S" aria-controls="searchbar">
|
||
<i class="fa fa-search"></i>
|
||
</button>
|
||
|
||
</div>
|
||
|
||
<h1 class="menu-title">The Rust Programming Language</h1>
|
||
|
||
<div class="right-buttons">
|
||
<a href="print.html" title="Print this book" aria-label="Print this book">
|
||
<i id="print-button" class="fa fa-print"></i>
|
||
</a>
|
||
|
||
</div>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
<div id="search-wrapper" class="hidden">
|
||
<form id="searchbar-outer" class="searchbar-outer">
|
||
<input type="search" name="search" id="searchbar" name="searchbar" placeholder="Search this book ..." aria-controls="searchresults-outer" aria-describedby="searchresults-header">
|
||
</form>
|
||
<div id="searchresults-outer" class="searchresults-outer hidden">
|
||
<div id="searchresults-header" class="searchresults-header"></div>
|
||
<ul id="searchresults">
|
||
</ul>
|
||
</div>
|
||
</div>
|
||
|
||
|
||
<!-- Apply ARIA attributes after the sidebar and the sidebar toggle button are added to the DOM -->
|
||
<script type="text/javascript">
|
||
document.getElementById('sidebar-toggle').setAttribute('aria-expanded', sidebar === 'visible');
|
||
document.getElementById('sidebar').setAttribute('aria-hidden', sidebar !== 'visible');
|
||
Array.from(document.querySelectorAll('#sidebar a')).forEach(function(link) {
|
||
link.setAttribute('tabIndex', sidebar === 'visible' ? 0 : -1);
|
||
});
|
||
</script>
|
||
|
||
<div id="content" class="content">
|
||
<main>
|
||
<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>
|
||
<p>In Chapter 8, we mentioned that one limitation of vectors is that they can
|
||
store elements of only one type. We created a workaround in Listing 8-10 where
|
||
we defined a <code>SpreadsheetCell</code> enum that had variants to hold integers, floats,
|
||
and text. This meant we could store different types of data in each cell and
|
||
still have a vector that represented a row of cells. This is a perfectly good
|
||
solution when our interchangeable items are a fixed set of types that we know
|
||
when our code is compiled.</p>
|
||
<p>However, sometimes we want our library user to be able to extend the set of
|
||
types that are valid in a particular situation. To show how we might achieve
|
||
this, we’ll create an example graphical user interface (GUI) tool that iterates
|
||
through a list of items, calling a <code>draw</code> method on each one to draw it to the
|
||
screen—a common technique for GUI tools. We’ll create a library crate called
|
||
<code>gui</code> that contains the structure of a GUI library. This crate might include
|
||
some types for people to use, such as <code>Button</code> or <code>TextField</code>. In addition,
|
||
<code>gui</code> users will want to create their own types that can be drawn: for
|
||
instance, one programmer might add an <code>Image</code> and another might add a
|
||
<code>SelectBox</code>.</p>
|
||
<p>We won’t implement a fully fledged GUI library for this example but will show
|
||
how the pieces would fit together. At the time of writing the library, we can’t
|
||
know and define all the types other programmers might want to create. But we do
|
||
know that <code>gui</code> needs to keep track of many values of different types, and it
|
||
needs to call a <code>draw</code> method on each of these differently typed values. It
|
||
doesn’t need to know exactly what will happen when we call the <code>draw</code> method,
|
||
just that the value will have that method available for us to call.</p>
|
||
<p>To do this in a language with inheritance, we might define a class named
|
||
<code>Component</code> that has a method named <code>draw</code> on it. The other classes, such as
|
||
<code>Button</code>, <code>Image</code>, and <code>SelectBox</code>, would inherit from <code>Component</code> and thus
|
||
inherit the <code>draw</code> method. They could each override the <code>draw</code> method to define
|
||
their custom behavior, but the framework could treat all of the types as if
|
||
they were <code>Component</code> instances and call <code>draw</code> on them. But because Rust
|
||
doesn’t have inheritance, we need another way to structure the <code>gui</code> library to
|
||
allow users to extend it with new types.</p>
|
||
<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>
|
||
<p>To implement the behavior we want <code>gui</code> to have, we’ll define a trait named
|
||
<code>Draw</code> that will have one method named <code>draw</code>. Then we can define a vector that
|
||
takes a <em>trait object</em>. A trait object points to both an instance of a type
|
||
implementing our specified trait as well as a table used to look up trait
|
||
methods on that type at runtime. We create a trait object by specifying some
|
||
sort of pointer, such as a <code>&</code> reference or a <code>Box<T></code> smart pointer, then the
|
||
<code>dyn</code> keyword, and then specifying the relevant trait. (We’ll talk about the
|
||
reason trait objects must use a pointer in Chapter 19 in the section
|
||
<a href="ch19-04-advanced-types.html#dynamically-sized-types-and-the-sized-trait">“Dynamically Sized Types and the <code>Sized</code> Trait.”</a><!--
|
||
ignore -->) We can use trait objects in place of a generic or concrete type.
|
||
Wherever we use a trait object, Rust’s type system will ensure at compile time
|
||
that any value used in that context will implement the trait object’s trait.
|
||
Consequently, we don’t need to know all the possible types at compile time.</p>
|
||
<p>We’ve mentioned that in Rust, we refrain from calling structs and enums
|
||
“objects” to distinguish them from other languages’ objects. In a struct or
|
||
enum, the data in the struct fields and the behavior in <code>impl</code> blocks are
|
||
separated, whereas in other languages, the data and behavior combined into one
|
||
concept is often labeled an object. However, trait objects <em>are</em> more like
|
||
objects in other languages in the sense that they combine data and behavior.
|
||
But trait objects differ from traditional objects in that we can’t add data to
|
||
a trait object. Trait objects aren’t as generally useful as objects in other
|
||
languages: their specific purpose is to allow abstraction across common
|
||
behavior.</p>
|
||
<p>Listing 17-3 shows how to define a trait named <code>Draw</code> with one method named
|
||
<code>draw</code>:</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>pub trait Draw {
|
||
fn draw(&self);
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 17-3: Definition of the <code>Draw</code> trait</span></p>
|
||
<p>This syntax should look familiar from our discussions on how to define traits
|
||
in Chapter 10. Next comes some new syntax: Listing 17-4 defines a struct named
|
||
<code>Screen</code> that holds a vector named <code>components</code>. This vector is of type
|
||
<code>Box<dyn Draw></code>, which is a trait object; it’s a stand-in for any type inside
|
||
a <code>Box</code> that implements the <code>Draw</code> trait.</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 {
|
||
pub components: Vec<Box<dyn Draw>>,
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 17-4: Definition of the <code>Screen</code> struct with a
|
||
<code>components</code> field holding a vector of trait objects that implement the <code>Draw</code>
|
||
trait</span></p>
|
||
<p>On the <code>Screen</code> struct, we’ll define a method named <code>run</code> that will call the
|
||
<code>draw</code> method on each of its <code>components</code>, as shown in Listing 17-5:</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><span class="boring">pub struct Screen {
|
||
</span><span class="boring"> pub components: Vec<Box<dyn Draw>>,
|
||
</span><span class="boring">}
|
||
</span><span class="boring">
|
||
</span>impl Screen {
|
||
pub fn run(&self) {
|
||
for component in self.components.iter() {
|
||
component.draw();
|
||
}
|
||
}
|
||
}
|
||
<span class="boring">}
|
||
</span></code></pre></pre>
|
||
<p><span class="caption">Listing 17-5: A <code>run</code> method on <code>Screen</code> that calls the
|
||
<code>draw</code> method on each component</span></p>
|
||
<p>This works differently from defining a struct that uses a generic type
|
||
parameter with trait bounds. A generic type parameter can only be substituted
|
||
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>
|
||
|
||
</main>
|
||
|
||
<nav class="nav-wrapper" aria-label="Page navigation">
|
||
<!-- Mobile navigation buttons -->
|
||
|
||
<a rel="prev" href="ch17-01-what-is-oo.html" class="mobile-nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
|
||
<i class="fa fa-angle-left"></i>
|
||
</a>
|
||
|
||
|
||
|
||
<a rel="next" href="ch17-03-oo-design-patterns.html" class="mobile-nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
|
||
<i class="fa fa-angle-right"></i>
|
||
</a>
|
||
|
||
|
||
<div style="clear: both"></div>
|
||
</nav>
|
||
</div>
|
||
</div>
|
||
|
||
<nav class="nav-wide-wrapper" aria-label="Page navigation">
|
||
|
||
<a href="ch17-01-what-is-oo.html" class="nav-chapters previous" title="Previous chapter" aria-label="Previous chapter" aria-keyshortcuts="Left">
|
||
<i class="fa fa-angle-left"></i>
|
||
</a>
|
||
|
||
|
||
|
||
<a href="ch17-03-oo-design-patterns.html" class="nav-chapters next" title="Next chapter" aria-label="Next chapter" aria-keyshortcuts="Right">
|
||
<i class="fa fa-angle-right"></i>
|
||
</a>
|
||
|
||
</nav>
|
||
|
||
</div>
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
<script type="text/javascript">
|
||
window.playpen_copyable = true;
|
||
</script>
|
||
|
||
|
||
|
||
|
||
|
||
<script src="elasticlunr.min.js" type="text/javascript" charset="utf-8"></script>
|
||
<script src="mark.min.js" type="text/javascript" charset="utf-8"></script>
|
||
<script src="searcher.js" type="text/javascript" charset="utf-8"></script>
|
||
|
||
|
||
<script src="clipboard.min.js" type="text/javascript" charset="utf-8"></script>
|
||
<script src="highlight.js" type="text/javascript" charset="utf-8"></script>
|
||
<script src="book.js" type="text/javascript" charset="utf-8"></script>
|
||
|
||
<!-- Custom JS scripts -->
|
||
|
||
<script type="text/javascript" src="ferris.js"></script>
|
||
|
||
|
||
|
||
|
||
</body>
|
||
</html>
|