Using Trait Objects That Allow for Values of Different Types
- Using Trait Objects That Allow for Values of Different Types
Compare implementing trait with trait bounds and trait objects
-
The Same Trait definition
#![allow(unused)] fn main() { pub trait Draw { fn draw(&self); } }
-
Different Call:
Situation Impl Trait Impl pub components: Vec<T> Trait Objects pub components: Vec<Box<dyn Draw>>
one limitation of vectors: only one type
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 8-9 where
we defined a
SpreadsheetCell
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.
However, sometimes we want our library user to be able to extend the set of types that are valid in a particular situation.
How we achieve to extend the set of types
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
draw
method on each one to draw it to the screen—a common technique for GUI tools. - We’ll create a library crate called
gui
that contains the structure of a GUI library. - This crate might include some types for people to use, such as
Button
orTextField
. - In addition,
gui
users will want to create their own types that can be drawn:
for instance, one programmer might add an
Image
and another might add aSelectBox
.
- 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
gui
needs to keep track of many values of different types, and it needs to call adraw
method on each of these differently typed values. It doesn’t need to know exactly what will happen when we call thedraw
method, just that the value will have that method available for us to call.
How a language with inheritance do
To do this in a language with inheritance:
- we might define a class named
Component
that has a method nameddraw
on it. - The other classes, such as
Button
,Image
, andSelectBox
, would inherit fromComponent
and thus inherit thedraw
method. - They could each override the
draw
method to define their custom behavior, but the framework could treat all of the types as if they wereComponent
instances and calldraw
on them.
But because Rust doesn’t have inheritance, we need another way to structure the
gui
library to allow users to extend it with new types.
How a language without inheritance do
Defining a Trait for Common Behavior
To implement the behavior we want gui
to have:
- we’ll define a trait named
Draw
that will have one method nameddraw
. - Then we can define a vector that takes a trait object.
A trait object points to both an instance of a type implementing our specified trait and 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
&
reference or aBox<T>
smart pointer - then the
dyn
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 “Dynamically Sized Types and theSized
Trait.”) - 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.
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
impl
blocks are separated, whereas in other languages, the data and behavior combined into one concept is often labeled an object.
However, trait objects are 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.
Listing 17-3 shows how to define a trait named Draw
with one method named
draw
:
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
Screen
that holds a vector namedcomponents
. - This vector is of type
Box<dyn Draw>
, which is a trait object; - it’s a stand-in for any type inside a
Box
that implements theDraw
trait.
Listing 17-4: Definition of the Screen struct with a components field holding a vector of trait objects that implement the Draw trait
pub trait Draw {
fn draw(&self);
}
pub struct Screen {
pub components: Vec<Box<dyn Draw>>,
}
On the Screen
struct, we’ll define a method named run
that will call the
draw
method on each of its components
, as shown in Listing 17-5:
Listing 17-5: A run method on Screen that calls the draw method on each component
pub trait Draw {
fn draw(&self);
}
pub struct Screen {
pub components: Vec<Box<dyn Draw>>,
}
impl Screen {
pub fn run(&self) {
for component in self.components.iter() {
component.draw();
}
}
}
Trait Object works differently from Trait Bounds
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
Screen
struct using a generic type and a trait bound as in Listing 17-6:
Listing 17-6: An alternate implementation of the Screen struct and its run method using generics and trait bounds
pub trait Draw {
fn draw(&self);
}
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();
}
}
}
This restricts us to a Screen
instance that has a list of components all of
type Button
or all of type TextField
.
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.
On the other hand, with the method using trait objects, one Screen
instance
can hold a Vec<T>
that contains a Box<Button>
as well as a
Box<TextField>
.
Let’s look at how this works, and then we’ll talk about the runtime performance implications.
Implementing the Trait
Now we’ll do these:
- add some types that implement the
Draw
trait - provide the
Button
type. - Again, actually implementing a GUI library is beyond the scope
of this book, so the
draw
method won’t have any useful implementation in its body. - To imagine what the implementation might look like, a
Button
struct might have fields forwidth
,height
, andlabel
, as shown in Listing 17-7:
- The
width
,height
, andlabel
fields onButton
will differ from the fields on other components; - for example, a
TextField
type might have those same fields plus aplaceholder
field. - Each of the types we want to draw on
the screen will implement the
Draw
trait but will use different code in thedraw
method to define how to draw that particular type, asButton
has here (without the actual GUI code, as mentioned). - The
Button
type, for instance, might have an additionalimpl
block containing methods related to what happens when a user clicks the button. - These kinds of methods won’t apply to types like
TextField
.
If someone using our library decides to implement a SelectBox
struct that has
width
, height
, and options
fields, they implement the Draw
trait on the
SelectBox
type as well, as shown in Listing 17-8:
Listing 17-8: Another crate using gui and implementing the Draw trait on a SelectBox struct
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
}
}
fn main() {}
- Our library’s user can now write their
main
function to create aScreen
instance. - To the
Screen
instance, they can add aSelectBox
and aButton
by putting each in aBox<T>
to become a trait object. - They can then call the
run
method on theScreen
instance, which will calldraw
on each of the components.
Listing 17-9 shows this implementation:
Listing 17-9: Using trait objects to store values of different types that implement the same trait
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
}
}
use gui::{Button, Screen};
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();
}
- When we wrote the library, we didn’t know that someone might add the
SelectBox
type - but our
Screen
implementation was able to operate on the new type and draw it - because
SelectBox
implements theDraw
trait, which means it implements thedraw
method.
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 duck typing 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
run
onScreen
in Listing 17-5,run
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
Button
or aSelectBox
, it just calls thedraw
method on the component.
By specifying
Box<dyn Draw>
as the type of the values in thecomponents
vector, we’ve definedScreen
to need values that we can call thedraw
method on.
The advantace of using trait objects: just like duck typing
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.
For example, Listing 17-10 shows what happens if we try to create a Screen
with a String
as a component:
Listing 17-10: Attempting to use a type that doesn’t implement the trait object’s trait
use gui::Screen;
fn main() {
let screen = Screen {
components: vec![Box::new(String::from("Hi"))],
};
screen.run();
}
We’ll get this error because String doesn’t implement the Draw trait:
$ cargo run
Compiling gui v0.1.0 (file:///projects/gui)
error[E0277]: the trait bound `String: Draw` is not satisfied
--> src/main.rs:5:26
|
5 | components: vec![Box::new(String::from("Hi"))],
| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^ the trait `Draw` is not implemented for `String`
|
= help: the trait `Draw` is implemented for `Button`
= note: required for the cast to the object type `dyn Draw`
For more information about this error, try `rustc --explain E0277`.
error: could not compile `gui` due to previous error
This error lets us know that:
- either we’re passing something to
Screen
we didn’t mean to pass and so should pass a different type - or we should implement
Draw
onString
so thatScreen
is able to calldraw
on it.
Trait Objects Perform Dynamic Dispatch
Recall in the “Performance of Code Using Generics” 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 static dispatch, which is when the compiler knows what method you’re calling at compile time.
- This is opposed to dynamic dispatch, 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.
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’s 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.
- This lookup incurs a runtime cost 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.