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href="casting-between-types.html"><strong aria-hidden="true">3.29.</strong> Casting between types</a></li><li><a href="associated-types.html" class="active"><strong aria-hidden="true">3.30.</strong> Associated Types</a></li><li><a href="unsized-types.html"><strong aria-hidden="true">3.31.</strong> Unsized Types</a></li><li><a href="operators-and-overloading.html"><strong aria-hidden="true">3.32.</strong> Operators and Overloading</a></li><li><a href="deref-coercions.html"><strong aria-hidden="true">3.33.</strong> Deref coercions</a></li><li><a href="macros.html"><strong aria-hidden="true">3.34.</strong> Macros</a></li><li><a href="raw-pointers.html"><strong aria-hidden="true">3.35.</strong> Raw Pointers</a></li><li><a href="unsafe.html"><strong aria-hidden="true">3.36.</strong> unsafe</a></li></ol></li><li><a href="effective-rust.html"><strong aria-hidden="true">4.</strong> Effective Rust</a></li><li><ol class="section"><li><a href="the-stack-and-the-heap.html"><strong 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                        <h1 class="menu-title">The Rust Programming Language</h1> 

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                        <a class="header" href="associated-types.html#associated-types" id="associated-types"><h1>Associated Types</h1></a>
<p>Associated types are a powerful part of Rust’s type system. They’re related to
the idea of a ‘type family’, in other words, grouping multiple types together. That
description is a bit abstract, so let’s dive right into an example. If you want
to write a <code>Graph</code> trait, you have two types to be generic over: the node type
and the edge type. So you might write a trait, <code>Graph&lt;N, E&gt;</code>, that looks like
this:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
trait Graph&lt;N, E&gt; {
    fn has_edge(&amp;self, &amp;N, &amp;N) -&gt; bool;
    fn edges(&amp;self, &amp;N) -&gt; Vec&lt;E&gt;;
    // Etc.
}
#}</code></pre></pre>
<p>While this sort of works, it ends up being awkward. For example, any function
that wants to take a <code>Graph</code> as a parameter now <em>also</em> needs to be generic over
the <code>N</code>ode and <code>E</code>dge types too:</p>
<pre><code class="language-rust ignore">fn distance&lt;N, E, G: Graph&lt;N, E&gt;&gt;(graph: &amp;G, start: &amp;N, end: &amp;N) -&gt; u32 { ... }
</code></pre>
<p>Our distance calculation works regardless of our <code>Edge</code> type, so the <code>E</code> stuff in
this signature is a distraction.</p>
<p>What we really want to say is that a certain <code>E</code>dge and <code>N</code>ode type come together
to form each kind of <code>Graph</code>. We can do that with associated types:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
trait Graph {
    type N;
    type E;

    fn has_edge(&amp;self, &amp;Self::N, &amp;Self::N) -&gt; bool;
    fn edges(&amp;self, &amp;Self::N) -&gt; Vec&lt;Self::E&gt;;
    // Etc.
}
#}</code></pre></pre>
<p>Now, our clients can be abstract over a given <code>Graph</code>:</p>
<pre><code class="language-rust ignore">fn distance&lt;G: Graph&gt;(graph: &amp;G, start: &amp;G::N, end: &amp;G::N) -&gt; u32 { ... }
</code></pre>
<p>No need to deal with the <code>E</code>dge type here!</p>
<p>Let’s go over all this in more detail.</p>
<a class="header" href="associated-types.html#defining-associated-types" id="defining-associated-types"><h2>Defining associated types</h2></a>
<p>Let’s build that <code>Graph</code> trait. Here’s the definition:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
trait Graph {
    type N;
    type E;

    fn has_edge(&amp;self, &amp;Self::N, &amp;Self::N) -&gt; bool;
    fn edges(&amp;self, &amp;Self::N) -&gt; Vec&lt;Self::E&gt;;
}
#}</code></pre></pre>
<p>Simple enough. Associated types use the <code>type</code> keyword, and go inside the body
of the trait, with the functions.</p>
<p>These type declarations work the same way as those for functions. For example,
if we wanted our <code>N</code> type to implement <code>Display</code>, so we can print the nodes out,
we could do this:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
use std::fmt;

trait Graph {
    type N: fmt::Display;
    type E;

    fn has_edge(&amp;self, &amp;Self::N, &amp;Self::N) -&gt; bool;
    fn edges(&amp;self, &amp;Self::N) -&gt; Vec&lt;Self::E&gt;;
}
#}</code></pre></pre>
<a class="header" href="associated-types.html#implementing-associated-types" id="implementing-associated-types"><h2>Implementing associated types</h2></a>
<p>Just like any trait, traits that use associated types use the <code>impl</code> keyword to
provide implementations. Here’s a simple implementation of Graph:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
# trait Graph {
#     type N;
#     type E;
#     fn has_edge(&amp;self, &amp;Self::N, &amp;Self::N) -&gt; bool;
#     fn edges(&amp;self, &amp;Self::N) -&gt; Vec&lt;Self::E&gt;;
# }
struct Node;

struct Edge;

struct MyGraph;

impl Graph for MyGraph {
    type N = Node;
    type E = Edge;

    fn has_edge(&amp;self, n1: &amp;Node, n2: &amp;Node) -&gt; bool {
        true
    }

    fn edges(&amp;self, n: &amp;Node) -&gt; Vec&lt;Edge&gt; {
        Vec::new()
    }
}
#}</code></pre></pre>
<p>This silly implementation always returns <code>true</code> and an empty <code>Vec&lt;Edge&gt;</code>, but it
gives you an idea of how to implement this kind of thing. We first need three
<code>struct</code>s, one for the graph, one for the node, and one for the edge. If it made
more sense to use a different type, that would work as well, we’re going to
use <code>struct</code>s for all three here.</p>
<p>Next is the <code>impl</code> line, which is an implementation like any other trait.</p>
<p>From here, we use <code>=</code> to define our associated types. The name the trait uses
goes on the left of the <code>=</code>, and the concrete type we’re <code>impl</code>ementing this
for goes on the right. Finally, we use the concrete types in our function
declarations.</p>
<a class="header" href="associated-types.html#trait-objects-with-associated-types" id="trait-objects-with-associated-types"><h2>Trait objects with associated types</h2></a>
<p>There’s one more bit of syntax we should talk about: trait objects. If you
try to create a trait object from a trait with an associated type, like this:</p>
<pre><code class="language-rust ignore"># trait Graph {
#     type N;
#     type E;
#     fn has_edge(&amp;self, &amp;Self::N, &amp;Self::N) -&gt; bool;
#     fn edges(&amp;self, &amp;Self::N) -&gt; Vec&lt;Self::E&gt;;
# }
# struct Node;
# struct Edge;
# struct MyGraph;
# impl Graph for MyGraph {
#     type N = Node;
#     type E = Edge;
#     fn has_edge(&amp;self, n1: &amp;Node, n2: &amp;Node) -&gt; bool {
#         true
#     }
#     fn edges(&amp;self, n: &amp;Node) -&gt; Vec&lt;Edge&gt; {
#         Vec::new()
#     }
# }
let graph = MyGraph;
let obj = Box::new(graph) as Box&lt;Graph&gt;;
</code></pre>
<p>You’ll get two errors:</p>
<pre><code class="language-text">error: the value of the associated type `E` (from the trait `main::Graph`) must
be specified [E0191]
let obj = Box::new(graph) as Box&lt;Graph&gt;;
          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
24:44 error: the value of the associated type `N` (from the trait
`main::Graph`) must be specified [E0191]
let obj = Box::new(graph) as Box&lt;Graph&gt;;
          ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~
</code></pre>
<p>We can’t create a trait object like this, because we don’t know the associated
types. Instead, we can write this:</p>
<pre><pre class="playpen"><code class="language-rust">
# #![allow(unused_variables)]
#fn main() {
# trait Graph {
#     type N;
#     type E;
#     fn has_edge(&amp;self, &amp;Self::N, &amp;Self::N) -&gt; bool;
#     fn edges(&amp;self, &amp;Self::N) -&gt; Vec&lt;Self::E&gt;;
# }
# struct Node;
# struct Edge;
# struct MyGraph;
# impl Graph for MyGraph {
#     type N = Node;
#     type E = Edge;
#     fn has_edge(&amp;self, n1: &amp;Node, n2: &amp;Node) -&gt; bool {
#         true
#     }
#     fn edges(&amp;self, n: &amp;Node) -&gt; Vec&lt;Edge&gt; {
#         Vec::new()
#     }
# }
let graph = MyGraph;
let obj = Box::new(graph) as Box&lt;Graph&lt;N=Node, E=Edge&gt;&gt;;
#}</code></pre></pre>
<p>The <code>N=Node</code> syntax allows us to provide a concrete type, <code>Node</code>, for the <code>N</code>
type parameter. Same with <code>E=Edge</code>. If we didn’t provide this constraint, we
couldn’t be sure which <code>impl</code> to match this trait object to.</p>

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