Hey there, I’m currently learning Rust (coming from object-oriented and also to some degree functional languages like Kotlin) and have some trouble how to design my software in a Rust-like way. I’m hoping someone could help me out with an explanation here :-)
I just started reading the book in order to get an overview of the language as well.
In OOP languages, I frequently use design patterns such as the Strategy pattern to model interchangeable pieces of logic.
How do I model this in Rust?
My current approach would be to define a trait and write different implementations of it. I would then pass around a boxed trait object (Box<dyn MyTrait>). I often find myself trying to combine this with some poor man’s manual dependency injection.
This approach feels very object oriented and not native to the language. Would this be the recommended way of doing things or is there a better approach to take in Rust?
Thanks in advance!


Some of these restrictions are reasonable, some you need to avoid. Without
dynthe compiler just figures out whether those properties are congruent, withdynyou need to choose those properties explicitly.Sendis typically reasonable and typically can be just added to the list.Sized- not sure. Idea ofdynthings typically relies on unsized things (andBoxand friends to get back to theSizedworld).'static- if you are OK at allocating here and there (i.e. not optimising for performance hard), limiting to'staticworld (i.e. without other lifetimes and inner references) can be reasonable.Syncis needed rarely, usuallySendis enough.Copybound is typically too much, unless the data is very simple. Probably you need a.clone()and/orArcsomewhere.Unpincan also be just added as needed, unless you are dealing withasyncand optimising allocations.The list of things that can be added in
...part ofdyn Trait + ...is finite, so this “on and on” won’t go forever. So after some time the trait definition and main consumers are expected to stabilise.dynroad is indeed a thinner and somewhat winding road compared to main, easy way of'static + Sizedthings. But when it is really necessary (i.e. you need dynamically construct the strategies from parts, or you need to attach more strategies from plugins, or you want to avoid big bloated executables), there is little way around it.If it works without
dynthen probably it’s OK to leave it that way.Each of those
dyn,async,impl<'a>,Pin,unsafe,macro_rules!things bump Rust experience a step right onEasy-Normal-Hard-Nightmarescale.