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 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
or TextField
. 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 a SelectBox
.
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 a draw
method on each of these differently typed values. It doesn’t need to know exactly what will happen when we call the draw
method, just that the value will have that method available for us to call.
To do this in a language with inheritance, we might define a class named Component
that has a method named draw
on it. The other classes, such as Button
, Image
, and SelectBox
, would inherit from Component
and thus inherit the draw
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 were Component
instances and call draw
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.
To implement the behavior we want gui
to have, we’ll define a trait named Draw
that will have one method named draw
. 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 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 &
reference or a Box<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 ) 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
:
Filename: src/lib.rs
pub trait Draw { fn draw(&self); }
Listing 17-3: Definition of the Draw
trait
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 named components
. 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 the Draw
trait.
Filename: src/lib.rs
pub trait Draw { fn draw(&self); } pub struct Screen { pub components: Vec<Box<dyn Draw>>, }
Listing 17-4: Definition of the Screen
struct with a components
field holding a vector of trait objects that implement the Draw
trait
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:
Filename: src/lib.rs
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(); } } }
Listing 17-5: A run
method on Screen
that calls the method on each component
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:
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(); } } }
Listing 17-6: An alternate implementation of the Screen
struct and its run
method using generics and trait bounds
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.
Now we’ll add some types that implement the Draw
trait. We’ll 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 for width
, height
, and label
, as shown in Listing 17-7:
Filename: src/lib.rs
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(); } } } 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 } }
Listing 17-7: A Button
struct that implements the Draw
trait
The width
, height
, and label
fields on Button
will differ from the fields on other components, such as a TextField
type, that might have those fields plus a placeholder
field instead. Each of the types we want to draw on the screen will implement the Draw
trait but will use different code in the draw
method to define how to draw that particular type, as Button
has here (without the actual GUI code, which is beyond the scope of this chapter). The Button
type, for instance, might have an additional impl
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:
Filename: src/main.rs
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() {}
Listing 17-8: Another crate using gui
and implementing the Draw
trait on a SelectBox
struct
Our library’s user can now write their main
function to create a Screen
instance. To the Screen
instance, they can add a SelectBox
and a Button
by putting each in a Box<T>
to become a trait object. They can then call the method on the Screen
instance, which will call draw
on each of the components. Listing 17-9 shows this implementation:
Filename: src/main.rs
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(); }
Listing 17-9: Using trait objects to store values of different types that implement the same trait
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 the Draw
trait, which means it implements the draw
method.
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:
Filename: src/main.rs
use gui::Screen; fn main() { let screen = Screen { components: vec![Box::new(String::from("Hi"))], }; screen.run(); }
Listing 17-10: Attempting to use a type that doesn’t implement the trait object’s trait
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` | = note: required for the cast to the object type `dyn Draw` error: aborting due to previous error For more information about this error, try `rustc --explain E0277`. error: could not compile `gui` To learn more, run the command again with --verbose.
This error lets us know that either we’re passing something to Screen
we didn’t mean to pass and we should pass a different type or we should implement Draw
on String
so that Screen
is able to call draw
on it.
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 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.
You can only make object-safe 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:
- The return type isn’t
Self
.
The Self
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 Self
type, but a trait object forgets the exact type that Self
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.
An example of a trait whose methods are not object safe is the standard library’s Clone
trait. The signature for the clone
method in the Clone
trait looks like this:
The String
type implements the Clone
trait, and when we call the clone
method on an instance of String
we get back an instance of String
. Similarly, if we call clone
on an instance of Vec<T>
, we get back an instance of Vec<T>
. The signature of clone
needs to know what type will stand in for Self
, because that’s the return type.
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 Screen
struct in Listing 17-4 to hold types that implement the Clone
trait instead of the Draw
trait, like this:
We would get this error:
$ cargo build Compiling gui v0.1.0 (file:///projects/gui) error[E0038]: the trait `Clone` cannot be made into an object --> src/lib.rs:2:21 | 2 | pub components: Vec<Box<dyn Clone>>, | ^^^^^^^^^^^^^^^^^^^ `Clone` cannot be made into an object | = note: the trait cannot be made into an object because it requires `Self: Sized` = note: for a trait to be "object safe" it needs to allow building a vtable to allow the call to be resolvable dynamically; for more information visit <https://doc.rust-lang.org/reference/items/traits.html#object-safety> error: aborting due to previous error For more information about this error, try `rustc --explain E0038`. error: could not compile `gui` To learn more, run the command again with --verbose.