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Initial draft
It doesn't actually articulate the problem I'm trying to solve
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_drafts/typed-stack.md
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---
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layout: post
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title: "Representing Hierarchies - The TypedStack Pattern"
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description: ""
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category:
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tags: [rust]
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---
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# Quick Object-Oriented Review
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TODO: Comment that I'm trying to explain the motivation?
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Rust is "object oriented" in the sense that structs provide data encapsulation, `impl` blocks provide behavior,
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and trait objects/trait inheritance provide polymorphism. Functions can accept trait objects, and make use of trait bounds
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to specify exactly what behavior is expected. Java provides a remarkably similar pattern where classes encapsulate
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data and behavior, and interfaces can extend each other to provide the same polymorphism. The crucial difference
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in Java is that classes (in addition to interfaces) can inherit, which Rust very explicitly
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[doesn't do](https://doc.rust-lang.org/stable/book/ch17-01-what-is-oo.html#inheritance-as-a-type-system-and-as-code-sharing).
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From the perspective of an API designer, the benefit of of class inheritance don't really show up. As a quick example,
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the Rust and Java are basically equivalent:
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```rust
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trait Quack {
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fn quack(&self);
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}
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trait Swim {
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fn swim(&self);
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}
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trait DuckLike: Quack + Swim;
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fn exercise(duck: &DuckLike) {
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duck.quack();
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duck.swim();
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}
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```
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```java
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class Definitions {
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interface Quack {
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void quack();
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}
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interface Swim {
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void swim();
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}
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interface DuckLike extends Quack, Swim {}
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static void exercise(Duck d) {
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d.quack();
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d.swim();
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}
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}
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```
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However, programmers responsible for actually implementing those definitions have the potential to benefit. In Java,
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child classes inherit all behavior from the parent for free:
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```java
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class Implementation {
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static class GeneralDuck implements DuckLike {
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void quack() {
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System.out.println("Quack.");
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}
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void swim() {
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System.out.println("*paddles furiously*");
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}
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}
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static class Muscovy extends GeneralDuck {}
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static class Mandarin extends GeneralDuck {}
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public static void main(String[] args) {
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Muscovy muscovy = new Muscovy();
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Mandarin mandarin = new Mandarin();
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// Even though the `Muscovy` and `Mandarin` classes never declare
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// that they implement `DuckLike`, they are able to be exercised
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// because they inherit behavior from the parent `GeneralDuck`
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Definitions.exercise(muscovy);
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Definitions.exercise(mandarin);
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}
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}
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```
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Because Rust has no concept of "struct inheritance", the code looks a bit different. A common pattern
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implementing this example is to have the "child" structures own the "parent", and dispatch methods
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as necessary:
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```rust
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struct GeneralDuck;
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impl DuckLike for GeneralDuck {
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fn quack(&self) {
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println!("Quack.");
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}
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fn swim(&self) {
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println!("*paddles furiously*");
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}
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}
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struct Muscovy {
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d: GeneralDuck
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}
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struct Mandarin {
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d: GeneralDuck
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}
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impl DuckLike for Muscovy {
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fn quack(&self) {
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self.d.quack();
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}
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fn swim(&self) {
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self.d.swim();
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}
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}
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impl DuckLike for Mandarin {
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fn quack(&self) {
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self.d.quack();
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}
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fn swim(&self) {
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self.d.swim();
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}
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}
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```
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There are a couple things worth pointing out that this pattern does well, even better than Java:
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1. Avoiding `abstract class` shenanigans; the "parent" struct has no way of influencing or coordinating with
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the "child" implementations.
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2. Type specificity; Java allows downcasting the more specific type to being less specific, `List<T> myList = new ArrayList<>()` is legal
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However, there are two issues with this pattern:
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1. Implementations of `DuckLike` are simplistic and repetitive; for more complex hierarchies,
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writing the forwarding methods by hand is untenable. The Rust book [recommends](https://doc.rust-lang.org/stable/book/ch17-03-oo-design-patterns.html#trade-offs-of-the-state-pattern)
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macros as a way to generate the necessary code, but might cause issues if, for example,
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we want to forward only select methods within a trait.
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2. Ownership; there are a couple situations in which we'd rather have the parent own the children.
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The two cases I'm aware of where this is helpful are [writing GUIs](https://hackernoon.com/why-im-dropping-rust-fd1c32986c88)
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and parsing binary streams; GUIs want to have a single node that manages the children, and network protocols
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often have an outer frame that encapsulates the inner (more specific) frames/data.
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While issue 1 can be remedied through writing more (admittedly tedious) code, issue 2 poses
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a challenge to how hierarchies are modeled in Rust.
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# Inverting Ownership
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