[TOC]
Object-oriented programming (OOP) is a way of modeling programs. Objects came from Simula in the 1960s. Those objects influenced Alan Kay’s programming architecture in which objects pass messages to each other. He coined the term object-oriented programming in 1967 to describe this architecture. Many competing definitions describe what OOP is; some definitions would classify Rust as object oriented, but other definitions would not. In this chapter, we’ll explore certain characteristics that are commonly considered object oriented and how those characteristics translate to idiomatic Rust. We’ll then show you how to implement an object-oriented design pattern in Rust and discuss the trade-offs of doing so versus implementing a solution using some of Rust’s strengths instead.
There is no consensus in the programming community about what features a language must have to be considered object oriented. Rust is influenced by many programming paradigms, including OOP; for example, we explored the features that came from functional programming in Chapter 13. Arguably, OOP languages share certain common characteristics, namely objects, encapsulation, and inheritance. Let’s look at what each of those characteristics means and whether Rust supports it.
The book Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides (Addison-Wesley Professional, 1994), colloquially referred to as The Gang of Four book, is a catalog of object-oriented design patterns. It defines OOP this way:
Object-oriented programs are made up of objects. An object packages both data and the procedures that operate on that data. The procedures are typically called methods or operations.
Using this definition, Rust is object oriented: structs and enums have data,
and impl
blocks provide methods on structs and enums. Even though structs and
enums with methods aren’t called objects, they provide the same
functionality, according to the Gang of Four’s definition of objects.
Another aspect commonly associated with OOP is the idea of encapsulation, which means that the implementation details of an object aren’t accessible to code using that object. Therefore, the only way to interact with an object is through its public API; code using the object shouldn’t be able to reach into the object’s internals and change data or behavior directly. This enables the programmer to change and refactor an object’s internals without needing to change the code that uses the object.
We discussed how to control encapsulation in Chapter 7: we can use the pub
keyword to decide which modules, types, functions, and methods in our code
should be public, and by default everything else is private. For example, we
can define a struct AveragedCollection
that has a field containing a vector
of i32
values. The struct can also have a field that contains the average of
the values in the vector, meaning the average doesn’t have to be computed
on demand whenever anyone needs it. In other words, AveragedCollection
will
cache the calculated average for us. Listing 17-1 has the definition of the
AveragedCollection
struct:
Filename: src/lib.rs
pub struct AveragedCollection {
list: Vec<i32>,
average: f64,
}
Listing 17-1: An AveragedCollection
struct that maintains a list of integers
and the average of the items in the collection
The struct is marked pub
so that other code can use it, but the fields within
the struct remain private. This is important in this case because we want to
ensure that whenever a value is added or removed from the list, the average is
also updated. We do this by implementing add
, remove
, and average
methods
on the struct, as shown in Listing 17-2:
Filename: src/lib.rs
impl AveragedCollection {
pub fn add(&mut self, value: i32) {
self.list.push(value);
self.update_average();
}
pub fn remove(&mut self) -> Option<i32> {
let result = self.list.pop();
match result {
Some(value) => {
self.update_average();
Some(value)
}
None => None,
}
}
pub fn average(&self) -> f64 {
self.average
}
fn update_average(&mut self) {
let total: i32 = self.list.iter().sum();
self.average = total as f64 / self.list.len() as f64;
}
}
Listing 17-2: Implementations of the public methods add
, remove
, and
average
on AveragedCollection
The public methods add
, remove
, and average
are the only ways to access
or modify data in an instance of AveragedCollection
. When an item is added
to list
using the add
method or removed using the remove
method, the
implementations of each call the private update_average
method that handles
updating the average
field as well.
We leave the list
and average
fields private so there is no way for
external code to add or remove items to the list
field directly; otherwise,
the average
field might become out of sync when the list
changes. The
average
method returns the value in the average
field, allowing external
code to read the average
but not modify it.
Because we’ve encapsulated the implementation details of the struct
AveragedCollection
, we can easily change aspects, such as the data structure,
in the future. For instance, we could use a HashSet<i32>
instead of a
Vec<i32>
for the list
field. As long as the signatures of the add
,
remove
, and average
public methods stay the same, code using
AveragedCollection
wouldn’t need to change. If we made list
public instead,
this wouldn’t necessarily be the case: HashSet<i32>
and Vec<i32>
have
different methods for adding and removing items, so the external code would
likely have to change if it were modifying list
directly.
If encapsulation is a required aspect for a language to be considered object
oriented, then Rust meets that requirement. The option to use pub
or not for
different parts of code enables encapsulation of implementation details.
Inheritance is a mechanism whereby an object can inherit from another object’s definition, thus gaining the parent object’s data and behavior without you having to define them again.
If a language must have inheritance to be an object-oriented language, then Rust is not one. There is no way to define a struct that inherits the parent struct’s fields and method implementations. However, if you’re used to having inheritance in your programming toolbox, you can use other solutions in Rust, depending on your reason for reaching for inheritance in the first place.
You choose inheritance for two main reasons. One is for reuse of code: you can
implement particular behavior for one type, and inheritance enables you to
reuse that implementation for a different type. You can share Rust code using
default trait method implementations instead, which you saw in Listing 10-14
when we added a default implementation of the summarize
method on the
Summary
trait. Any type implementing the Summary
trait would have the
summarize
method available on it without any further code. This is similar to
a parent class having an implementation of a method and an inheriting child
class also having the implementation of the method. We can also override the
default implementation of the summarize
method when we implement the
Summary
trait, which is similar to a child class overriding the
implementation of a method inherited from a parent class.
The other reason to use inheritance relates to the type system: to enable a child type to be used in the same places as the parent type. This is also called polymorphism, which means that you can substitute multiple objects for each other at runtime if they share certain characteristics.
To many people, polymorphism is synonymous with inheritance. But it’s actually a more general concept that refers to code that can work with data of multiple types. For inheritance, those types are generally subclasses.
Rust instead uses generics to abstract over different possible types and trait bounds to impose constraints on what those types must provide. This is sometimes called bounded parametric polymorphism.
Inheritance has recently fallen out of favor as a programming design solution in many programming languages because it’s often at risk of sharing more code than necessary. Subclasses shouldn’t always share all characteristics of their parent class but will do so with inheritance. This can make a program’s design less flexible. It also introduces the possibility of calling methods on subclasses that don’t make sense or that cause errors because the methods don’t apply to the subclass. In addition, some languages will only allow a subclass to inherit from one class, further restricting the flexibility of a program’s design.
For these reasons, Rust takes a different approach, using trait objects instead of inheritance. Let’s look at how trait objects enable polymorphism in Rust.
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 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, 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
“Dynamically Sized Types and the Sized
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
:
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 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
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 draw
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:
Filename: src/lib.rs
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 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
}
}
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
run
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::{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.
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
on Screen
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 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, we’ve defined Screen
to need values that we can call the draw
method on.
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:
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`
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.
The state pattern is an object-oriented design pattern. The crux of the pattern is that a value has some internal state, which is represented by a set of state objects, and the value’s behavior changes based on the internal state. The state objects share functionality: in Rust, of course, we use structs and traits rather than objects and inheritance. Each state object is responsible for its own behavior and for governing when it should change into another state. The value that holds a state object knows nothing about the different behavior of the states or when to transition between states.
Using the state pattern means when the business requirements of the program change, we won’t need to change the code of the value holding the state or the code that uses the value. We’ll only need to update the code inside one of the state objects to change its rules or perhaps add more state objects. Let’s look at an example of the state design pattern and how to use it in Rust.
We’ll implement a blog post workflow in an incremental way. The blog’s final functionality will look like this:
- A blog post starts as an empty draft.
- When the draft is done, a review of the post is requested.
- When the post is approved, it gets published.
- Only published blog posts return content to print, so unapproved posts can’t accidentally be published.
Any other changes attempted on a post should have no effect. For example, if we try to approve a draft blog post before we’ve requested a review, the post should remain an unpublished draft.
Listing 17-11 shows this workflow in code form: this is an example usage of the
API we’ll implement in a library crate named blog
. This won’t compile yet
because we haven’t implemented the blog
crate yet.
Filename: src/main.rs
use blog::Post;
fn main() {
[1] let mut post = Post::new();
[2] post.add_text("I ate a salad for lunch today");
[3] assert_eq!("", post.content());
[4] post.request_review();
[5] assert_eq!("", post.content());
[6] post.approve();
[7] assert_eq!("I ate a salad for lunch today", post.content());
}
Listing 17-11: Code that demonstrates the desired behavior we want our blog
crate to have
We want to allow the user to create a new draft blog post with Post::new
[1].
We want to allow text to be added to the blog post [2]. If we try to get the
post’s content immediately, before approval, we shouldn't get any text because
the post is still a draft. We’ve added assert_eq!
in the code for
demonstration purposes [3]. An excellent unit test for this would be to assert
that a draft blog post returns an empty string from the content
method, but
we’re not going to write tests for this example.
Next, we want to enable a request for a review of the post [4], and we want
content
to return an empty string while waiting for the review [5]. When the
post receives approval [6], it should get published, meaning the text of the
post will be returned when content
is called [7].
Notice that the only type we’re interacting with from the crate is the Post
type. This type will use the state pattern and will hold a value that will be
one of three state objects representing the various states a post can be
in—draft, waiting for review, or published. Changing from one state to another
will be managed internally within the Post
type. The states change in
response to the methods called by our library’s users on the Post
instance,
but they don’t have to manage the state changes directly. Also, users can’t
make a mistake with the states, like publishing a post before it’s reviewed.
Let’s get started on the implementation of the library! We know we need a
public Post
struct that holds some content, so we’ll start with the
definition of the struct and an associated public new
function to create an
instance of Post
, as shown in Listing 17-12. We’ll also make a private
State
trait. Then Post
will hold a trait object of Box<dyn State>
inside an Option<T>
in a private field named state
. You’ll see why the
Option<T>
is necessary in a bit.
Filename: src/lib.rs
pub struct Post {
state: Option<Box<dyn State>>,
content: String,
}
impl Post {
pub fn new() -> Post {
Post {
[1] state: Some(Box::new(Draft {})),
[2] content: String::new(),
}
}
}
trait State {}
struct Draft {}
impl State for Draft {}
Listing 17-12: Definition of a Post
struct and a new
function that creates
a new Post
instance, a State
trait, and a Draft
struct
The State
trait defines the behavior shared by different post states, and the
Draft
, PendingReview
, and Published
states will all implement the State
trait. For now, the trait doesn’t have any methods, and we’ll start by defining
just the Draft
state because that is the state we want a post to start in.
When we create a new Post
, we set its state
field to a Some
value that
holds a Box
[1]. This Box
points to a new instance of the Draft
struct.
This ensures whenever we create a new instance of Post
, it will start out as
a draft. Because the state
field of Post
is private, there is no way to
create a Post
in any other state! In the Post::new
function, we set the
content
field to a new, empty String
[2].
Listing 17-11 showed that we want to be able to call a method named
add_text
and pass it a &str
that is then added to the text content of the
blog post. We implement this as a method rather than exposing the content
field as pub
. This means we can implement a method later that will control
how the content
field’s data is read. The add_text
method is pretty
straightforward, so let’s add the implementation in Listing 17-13 to the impl Post
block:
Filename: src/lib.rs
impl Post {
// --snip--
pub fn add_text(&mut self, text: &str) {
self.content.push_str(text);
}
}
Listing 17-13: Implementing the add_text
method to add text to a post’s
content
The add_text
method takes a mutable reference to self
, because we’re
changing the Post
instance that we’re calling add_text
on. We then call
push_str
on the String
in content
and pass the text
argument to add to
the saved content
. This behavior doesn’t depend on the state the post is in,
so it’s not part of the state pattern. The add_text
method doesn’t interact
with the state
field at all, but it is part of the behavior we want to
support.
Even after we’ve called add_text
and added some content to our post, we still
want the content
method to return an empty string slice because the post is
still in the draft state, as shown at [3] in Listing 17-11. For now, let’s
implement the content
method with the simplest thing that will fulfill this
requirement: always returning an empty string slice. We’ll change this later
once we implement the ability to change a post’s state so it can be published.
So far, posts can only be in the draft state, so the post content should always
be empty. Listing 17-14 shows this placeholder implementation:
Filename: src/lib.rs
impl Post {
// --snip--
pub fn content(&self) -> &str {
""
}
}
Listing 17-14: Adding a placeholder implementation for the content
method on
Post
that always returns an empty string slice
With this added content
method, everything in Listing 17-11 up to the line at
[3] works as intended.
Next, we need to add functionality to request a review of a post, which should
change its state from Draft
to PendingReview
. Listing 17-15 shows this code:
Filename: src/lib.rs
impl Post {
// --snip--
[1] pub fn request_review(&mut self) {
[2] if let Some(s) = self.state.take() {
[3] self.state = Some(s.request_review())
}
}
}
trait State {
[4] fn request_review(self: Box<Self>) -> Box<dyn State>;
}
struct Draft {}
impl State for Draft {
fn request_review(self: Box<Self>) -> Box<dyn State> {
[5] Box::new(PendingReview {})
}
}
struct PendingReview {}
impl State for PendingReview {
fn request_review(self: Box<Self>) -> Box<dyn State> {
[6] self
}
}
Listing 17-15: Implementing request_review
methods on Post
and the State
trait
We give Post
a public method named request_review
that will take a mutable
reference to self
[1]. Then we call an internal request_review
method on
the current state of Post
[3], and this second request_review
method
consumes the current state and returns a new state.
We’ve added the request_review
method to the State
trait [4]; all types
that implement the trait will now need to implement the request_review
method. Note that rather than having self
, &self
, or &mut self
as the
first parameter of the method, we have self: Box<Self>
. This syntax means the
method is only valid when called on a Box
holding the type. This syntax takes
ownership of Box<Self>
, invalidating the old state so the state value of the
Post
can transform into a new state.
To consume the old state, the request_review
method needs to take ownership
of the state value. This is where the Option
in the state
field of Post
comes in: we call the take
method to take the Some
value out of the state
field and leave a None
in its place, because Rust doesn’t let us have
unpopulated fields in structs [2]. This lets us move the state
value out of
Post
rather than borrowing it. Then we’ll set the post’s state
value to the
result of this operation.
We need to set state
to None
temporarily rather than setting it directly
with code like self.state = self.state.request_review();
to get ownership of
the state
value. This ensures Post
can’t use the old state
value after
we’ve transformed it into a new state.
The request_review
method on Draft
needs to return a new, boxed instance of
a new PendingReview
struct [5], which represents the state when a post is
waiting for a review. The PendingReview
struct also implements the
request_review
method but doesn’t do any transformations. Rather, it returns
itself [6], because when we request a review on a post already in the
PendingReview
state, it should stay in the PendingReview
state.
Now we can start seeing the advantages of the state pattern: the
request_review
method on Post
is the same no matter its state
value. Each
state is responsible for its own rules.
We’ll leave the content
method on Post
as is, returning an empty string
slice. We can now have a Post
in the PendingReview
state as well as in the
Draft
state, but we want the same behavior in the PendingReview
state.
Listing 17-11 now works up to the line at [5]!
The approve
method will be similar to the request_review
method: it will
set state
to the value that the current state says it should have when that
state is approved, as shown in Listing 17-16:
Filename: src/lib.rs
impl Post {
// --snip--
pub fn approve(&mut self) {
if let Some(s) = self.state.take() {
self.state = Some(s.approve())
}
}
}
trait State {
fn request_review(self: Box<Self>) -> Box<dyn State>;
fn approve(self: Box<Self>) -> Box<dyn State>;
}
struct Draft {}
impl State for Draft {
// --snip--
fn approve(self: Box<Self>) -> Box<dyn State> {
[1] self
}
}
struct PendingReview {}
impl State for PendingReview {
// --snip--
fn approve(self: Box<Self>) -> Box<dyn State> {
[2] Box::new(Published {})
}
}
struct Published {}
impl State for Published {
fn request_review(self: Box<Self>) -> Box<dyn State> {
self
}
fn approve(self: Box<Self>) -> Box<dyn State> {
self
}
}
Listing 17-16: Implementing the approve
method on Post
and the State
trait
We add the approve
method to the State
trait and add a new struct that
implements State
, the Published
state.
Similar to the way request_review
on PendingReview
works, if we call the
approve
method on a Draft
, it will have no effect because approve
will
return self
[1]. When we call approve
on PendingReview
, it returns a new,
boxed instance of the Published
struct [2]. The Published
struct implements
the State
trait, and for both the request_review
method and the approve
method, it returns itself, because the post should stay in the Published
state in those cases.
Now we need to update the content
method on Post
. We want the value
returned from content
to depend on the current state of the Post
, so we're
going to have the Post
delegate to a content
method defined on its state
,
as shown in Listing 17-17:
Filename: src/lib.rs
impl Post {
// --snip--
pub fn content(&self) -> &str {
self.state.as_ref().unwrap().content(self)
}
// --snip--
}
Listing 17-17: Updating the content
method on Post
to delegate to a
content
method on State
Because the goal is to keep all these rules inside the structs that implement
State
, we call a content
method on the value in state
and pass the post
instance (that is, self
) as an argument. Then we return the value that is
returned from using the content
method on the state
value.
We call the as_ref
method on the Option
because we want a reference to the
value inside the Option
rather than ownership of the value. Because state
is an Option<Box<dyn State>>
, when we call as_ref
, an Option<&Box<dyn State>>
is returned. If we didn’t call as_ref
, we would get an error because
we can’t move state
out of the borrowed &self
of the function parameter.
We then call the unwrap
method, which we know will never panic, because we
know the methods on Post
ensure that state
will always contain a Some
value when those methods are done. This is one of the cases we talked about in
the “Cases In Which You Have More Information Than the
Compiler” section of Chapter 9 when we
know that a None
value is never possible, even though the compiler isn’t able
to understand that.
At this point, when we call content
on the &Box<dyn State>
, deref coercion
will take effect on the &
and the Box
so the content
method will
ultimately be called on the type that implements the State
trait. That means
we need to add content
to the State
trait definition, and that is where
we’ll put the logic for what content to return depending on which state we
have, as shown in Listing 17-18:
Filename: src/lib.rs
trait State {
// --snip--
fn content<'a>(&self, post: &'a Post) -> &'a str {
[1] ""
}
}
// --snip--
struct Published {}
impl State for Published {
// --snip--
fn content<'a>(&self, post: &'a Post) -> &'a str {
[2] &post.content
}
}
Listing 17-18: Adding the content
method to the State
trait
We add a default implementation for the content
method that returns an empty
string slice [1]. That means we don’t need to implement content
on the Draft
and PendingReview
structs. The Published
struct will override the content
method and return the value in post.content
[2].
Note that we need lifetime annotations on this method, as we discussed in
Chapter 10. We’re taking a reference to a post
as an argument and returning a
reference to part of that post
, so the lifetime of the returned reference is
related to the lifetime of the post
argument.
And we’re done—all of Listing 17-11 now works! We’ve implemented the state
pattern with the rules of the blog post workflow. The logic related to the
rules lives in the state objects rather than being scattered throughout Post
.
We’ve shown that Rust is capable of implementing the object-oriented state
pattern to encapsulate the different kinds of behavior a post should have in
each state. The methods on Post
know nothing about the various behaviors. The
way we organized the code, we have to look in only one place to know the
different ways a published post can behave: the implementation of the State
trait on the Published
struct.
If we were to create an alternative implementation that didn’t use the state
pattern, we might instead use match
expressions in the methods on Post
or
even in the main
code that checks the state of the post and changes behavior
in those places. That would mean we would have to look in several places to
understand all the implications of a post being in the published state! This
would only increase the more states we added: each of those match
expressions
would need another arm.
With the state pattern, the Post
methods and the places we use Post
don’t
need match
expressions, and to add a new state, we would only need to add a
new struct and implement the trait methods on that one struct.
The implementation using the state pattern is easy to extend to add more functionality. To see the simplicity of maintaining code that uses the state pattern, try a few of these suggestions:
- Add a
reject
method that changes the post’s state fromPendingReview
back toDraft
. - Require two calls to
approve
before the state can be changed toPublished
. - Allow users to add text content only when a post is in the
Draft
state. Hint: have the state object responsible for what might change about the content but not responsible for modifying thePost
.
One downside of the state pattern is that, because the states implement the
transitions between states, some of the states are coupled to each other. If we
add another state between PendingReview
and Published
, such as Scheduled
,
we would have to change the code in PendingReview
to transition to
Scheduled
instead. It would be less work if PendingReview
didn’t need to
change with the addition of a new state, but that would mean switching to
another design pattern.
Another downside is that we’ve duplicated some logic. To eliminate some of the
duplication, we might try to make default implementations for the
request_review
and approve
methods on the State
trait that return self
;
however, this would violate object safety, because the trait doesn’t know what
the concrete self
will be exactly. We want to be able to use State
as a
trait object, so we need its methods to be object safe.
Other duplication includes the similar implementations of the request_review
and approve
methods on Post
. Both methods delegate to the implementation of
the same method on the value in the state
field of Option
and set the new
value of the state
field to the result. If we had a lot of methods on Post
that followed this pattern, we might consider defining a macro to eliminate the
repetition (see the “Macros” section in Chapter 19).
By implementing the state pattern exactly as it’s defined for object-oriented
languages, we’re not taking as full advantage of Rust’s strengths as we could.
Let’s look at some changes we can make to the blog
crate that can make
invalid states and transitions into compile time errors.
We’ll show you how to rethink the state pattern to get a different set of trade-offs. Rather than encapsulating the states and transitions completely so outside code has no knowledge of them, we’ll encode the states into different types. Consequently, Rust’s type checking system will prevent attempts to use draft posts where only published posts are allowed by issuing a compiler error.
Let’s consider the first part of main
in Listing 17-11:
Filename: src/main.rs
fn main() {
let mut post = Post::new();
post.add_text("I ate a salad for lunch today");
assert_eq!("", post.content());
}
We still enable the creation of new posts in the draft state using Post::new
and the ability to add text to the post’s content. But instead of having a
content
method on a draft post that returns an empty string, we’ll make it so
draft posts don’t have the content
method at all. That way, if we try to get
a draft post’s content, we’ll get a compiler error telling us the method
doesn’t exist. As a result, it will be impossible for us to accidentally
display draft post content in production, because that code won’t even compile.
Listing 17-19 shows the definition of a Post
struct and a DraftPost
struct,
as well as methods on each:
Filename: src/lib.rs
pub struct Post {
content: String,
}
pub struct DraftPost {
content: String,
}
impl Post {
[1] pub fn new() -> DraftPost {
DraftPost {
content: String::new(),
}
}
[2] pub fn content(&self) -> &str {
&self.content
}
}
impl DraftPost {
[3] pub fn add_text(&mut self, text: &str) {
self.content.push_str(text);
}
}
Listing 17-19: A Post
with a content
method and a DraftPost
without a
content
method
Both the Post
and DraftPost
structs have a private content
field that
stores the blog post text. The structs no longer have the state
field because
we’re moving the encoding of the state to the types of the structs. The Post
struct will represent a published post, and it has a content
method that
returns the content
[2].
We still have a Post::new
function, but instead of returning an instance of
Post
, it returns an instance of DraftPost
[1]. Because content
is private
and there aren’t any functions that return Post
, it’s not possible to create
an instance of Post
right now.
The DraftPost
struct has an add_text
method, so we can add text to
content
as before [3], but note that DraftPost
does not have a content
method defined! So now the program ensures all posts start as draft posts, and
draft posts don’t have their content available for display. Any attempt to get
around these constraints will result in a compiler error.
So how do we get a published post? We want to enforce the rule that a draft
post has to be reviewed and approved before it can be published. A post in the
pending review state should still not display any content. Let’s implement
these constraints by adding another struct, PendingReviewPost
, defining the
request_review
method on DraftPost
to return a PendingReviewPost
, and
defining an approve
method on PendingReviewPost
to return a Post
, as
shown in Listing 17-20:
Filename: src/lib.rs
impl DraftPost {
// --snip--
pub fn request_review(self) -> PendingReviewPost {
PendingReviewPost {
content: self.content,
}
}
}
pub struct PendingReviewPost {
content: String,
}
impl PendingReviewPost {
pub fn approve(self) -> Post {
Post {
content: self.content,
}
}
}
Listing 17-20: A PendingReviewPost
that gets created by calling
request_review
on DraftPost
and an approve
method that turns a
PendingReviewPost
into a published Post
The request_review
and approve
methods take ownership of self
, thus
consuming the DraftPost
and PendingReviewPost
instances and transforming
them into a PendingReviewPost
and a published Post
, respectively. This way,
we won’t have any lingering DraftPost
instances after we’ve called
request_review
on them, and so forth. The PendingReviewPost
struct doesn’t
have a content
method defined on it, so attempting to read its content
results in a compiler error, as with DraftPost
. Because the only way to get a
published Post
instance that does have a content
method defined is to call
the approve
method on a PendingReviewPost
, and the only way to get a
PendingReviewPost
is to call the request_review
method on a DraftPost
,
we’ve now encoded the blog post workflow into the type system.
But we also have to make some small changes to main
. The request_review
and
approve
methods return new instances rather than modifying the struct they’re
called on, so we need to add more let post =
shadowing assignments to save
the returned instances. We also can’t have the assertions about the draft and
pending review posts’ contents be empty strings, nor do we need them: we can’t
compile code that tries to use the content of posts in those states any longer.
The updated code in main
is shown in Listing 17-21:
Filename: src/main.rs
use blog::Post;
fn main() {
let mut post = Post::new();
post.add_text("I ate a salad for lunch today");
let post = post.request_review();
let post = post.approve();
assert_eq!("I ate a salad for lunch today", post.content());
}
Listing 17-21: Modifications to main
to use the new implementation of the
blog post workflow
The changes we needed to make to main
to reassign post
mean that this
implementation doesn’t quite follow the object-oriented state pattern anymore:
the transformations between the states are no longer encapsulated entirely
within the Post
implementation. However, our gain is that invalid states are
now impossible because of the type system and the type checking that happens at
compile time! This ensures that certain bugs, such as display of the content of
an unpublished post, will be discovered before they make it to production.
Try the tasks suggested for additional requirements that we mentioned at the
start of this section on the blog
crate as it is after Listing 17-20 to see
what you think about the design of this version of the code. Note that some of
the tasks might be completed already in this design.
We’ve seen that even though Rust is capable of implementing object-oriented design patterns, other patterns, such as encoding state into the type system, are also available in Rust. These patterns have different trade-offs. Although you might be very familiar with object-oriented patterns, rethinking the problem to take advantage of Rust’s features can provide benefits, such as preventing some bugs at compile time. Object-oriented patterns won’t always be the best solution in Rust due to certain features, like ownership, that object-oriented languages don’t have.
No matter whether or not you think Rust is an object-oriented language after reading this chapter, you now know that you can use trait objects to get some object-oriented features in Rust. Dynamic dispatch can give your code some flexibility in exchange for a bit of runtime performance. You can use this flexibility to implement object-oriented patterns that can help your code’s maintainability. Rust also has other features, like ownership, that object-oriented languages don’t have. An object-oriented pattern won’t always be the best way to take advantage of Rust’s strengths, but is an available option.
Next, we’ll look at patterns, which are another of Rust’s features that enable lots of flexibility. We’ve looked at them briefly throughout the book but haven’t seen their full capability yet. Let’s go!