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## Using Trait Objects That Allow for Values of Different Types
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. To show how we might achieve
this, well 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
screena common technique for GUI tools. Well 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 wont 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 cant
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
doesnt 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 doesnt
have inheritance, we need another way to structure the `gui` library to allow
users to extend it with new types.
### Defining a Trait for Common Behavior
To implement the behavior we want `gui` to have, well 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 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 a `Box<T>` smart pointer, then the `dyn`
keyword, and then specifying the relevant trait. (Well talk about the reason
trait objects must use a pointer in Chapter 20 in the section
[“Dynamically
Sized Types and the `Sized` Trait.”][dynamically-sized]<!-- ignore -->) We can
use trait objects in place of a generic or concrete type. Wherever we use a
trait object, Rusts type system will ensure at compile time that any value used
in that context will implement the trait objects trait. Consequently, we dont
need to know all the possible types at compile time.
Weve 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 cant add data to a
trait object. Trait objects arent as generally useful as objects in other
languages: their specific purpose is to allow abstraction across common
behavior.
Listing 18-3 shows how to define a trait named `Draw` with one method named
`draw`:
<Listing number="18-3" file-name="src/lib.rs" caption="Definition of the `Draw` trait">
```rust,noplayground
{{#rustdoc_include ../listings/ch18-oop/listing-18-03/src/lib.rs}}
```
</Listing>
This syntax should look familiar from our discussions on how to define traits in
Chapter 10. Next comes some new syntax: Listing 18-4 defines a struct named
`Screen` that holds a vector named `components`. This vector is of type
`Box<dyn Draw>`, which is a trait object; its a stand-in for any type inside a
`Box` that implements the `Draw` trait.
<Listing number="18-4" file-name="src/lib.rs" caption="Definition of the `Screen` struct with a `components` field holding a vector of trait objects that implement the `Draw` trait">
```rust,noplayground
{{#rustdoc_include ../listings/ch18-oop/listing-18-04/src/lib.rs:here}}
```
</Listing>
On the `Screen` struct, well define a method named `run` that will call the
`draw` method on each of its `components`, as shown in Listing 18-5:
<Listing number="18-5" file-name="src/lib.rs" caption="A `run` method on `Screen` that calls the `draw` method on each component">
```rust,noplayground
{{#rustdoc_include ../listings/ch18-oop/listing-18-05/src/lib.rs:here}}
```
</Listing>
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 18-6:
<Listing number="18-6" file-name="src/lib.rs" caption="An alternate implementation of the `Screen` struct and its `run` method using generics and trait bounds">
```rust,noplayground
{{#rustdoc_include ../listings/ch18-oop/listing-18-06/src/lib.rs:here}}
```
</Listing>
This restricts us to a `Screen` instance that has a list of components all of
type `Button` or all of type `TextField`. If youll 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>`.
Lets look at how this works, and then well talk about the runtime performance
implications.
### Implementing the Trait
Now well add some types that implement the `Draw` trait. Well provide the
`Button` type. Again, actually implementing a GUI library is beyond the scope of
this book, so the `draw` method wont 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 18-7:
<Listing number="18-7" file-name="src/lib.rs" caption="A `Button` struct that implements the `Draw` trait">
```rust,noplayground
{{#rustdoc_include ../listings/ch18-oop/listing-18-07/src/lib.rs:here}}
```
</Listing>
The `width`, `height`, and `label` fields on `Button` will differ from the
fields on other components; for example, a `TextField` type might have those
same fields plus a `placeholder` field. 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, as mentioned). 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 wont 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 18-8:
<Listing number="18-8" file-name="src/main.rs" caption="Another crate using `gui` and implementing the `Draw` trait on a `SelectBox` struct">
```rust,ignore
{{#rustdoc_include ../listings/ch18-oop/listing-18-08/src/main.rs:here}}
```
</Listing>
Our librarys 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
`run` method on the `Screen` instance, which will call `draw` on each of the
components. Listing 18-9 shows this implementation:
<Listing number="18-9" file-name="src/main.rs" caption="Using trait objects to store values of different types that implement the same trait">
```rust,ignore
{{#rustdoc_include ../listings/ch18-oop/listing-18-09/src/main.rs:here}}
```
</Listing>
When we wrote the library, we didnt 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.
This conceptof being concerned only with the messages a value responds to
rather than the values concrete typeis 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` on `Screen` in Listing
18-5, `run` doesnt need to know what the concrete type of each component is. It
doesnt check whether a component is an instance of a `Button` or a `SelectBox`,
it just calls the `draw` method on the component. By specifying `Box<dyn Draw>`
as the type of the values in the `components` vector, weve defined `Screen` to
need values that we can call the `draw` method on.
The advantage of using trait objects and Rusts 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 doesnt implement a method but we call it anyway. Rust wont compile our
code if the values dont implement the traits that the trait objects need.
For example, Listing 18-10 shows what happens if we try to create a `Screen`
with a `String` as a component:
<Listing number="18-10" file-name="src/main.rs" caption="Attempting to use a type that doesn’t implement the trait object’s trait">
```rust,ignore,does_not_compile
{{#rustdoc_include ../listings/ch18-oop/listing-18-10/src/main.rs}}
```
</Listing>
Well get this error because `String` doesnt implement the `Draw` trait:
```console
{{#include ../listings/ch18-oop/listing-18-10/output.txt}}
```
This error lets us know that either were passing something to `Screen` we
didnt mean to pass and so should pass a different type or we should implement
`Draw` on `String` so that `Screen` is able to call `draw` on it.
### Trait Objects Perform Dynamic Dispatch
Recall in the
[“Performance of Code Using
Generics”][performance-of-code-using-generics]<!-- 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 _static dispatch_, which is when the compiler knows what method youre
calling at compile time. This is opposed to _dynamic dispatch_, which is when
the compiler cant tell at compile time which method youre 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 doesnt
know all the types that might be used with the code thats using trait objects,
so it doesnt 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 doesnt occur with static dispatch.
Dynamic dispatch also prevents the compiler from choosing to inline a methods
code, which in turn prevents some optimizations, and Rust has some rules about
where you can and cannot use dynamic dispatch, called
[_dyn compatibility_][dyn-compatibility]. However, we did get extra flexibility
in the code that we wrote in Listing 18-5 and were able to support in Listing
18-9, so its a trade-off to consider.
[performance-of-code-using-generics]: ch10-01-syntax.html#performance-of-code-using-generics
[dynamically-sized]: ch20-04-advanced-types.html#dynamically-sized-types-and-the-sized-trait
[dyn-compatibility]: https://doc.rust-lang.org/reference/items/traits.html#dyn-compatibility