Yes it does. Unless I can attach a trait to a struct without having to define all the methods of that trait for that struct. This is my issue with interfaces and go. I can totally separate out objects as interfaces but then I have to implement each implementation’s interface methods and it’s a serious chore when they’re always the same.
For example: Playable could be a trait that plays a sound when you interact with it. I would need to implement func interact for each object. Piano, jukebox, doorbell, etc. With inheritance, I write it once, add it to my class, and now all instances of that object have interact. Can I add instance variables to a trait?
This saves me time and keeps Claude out of my code. Otherwise I ask Claude to implement them all, modify them all, to try to keep them all logically the same.
I also don’t want to go type soup in order to abstract this into something workable.
You can use a struct that the other structs have as a field. The trait can then operate on that struct.
I'm not trying to convince you to use Rust. If you prefer C++ have at it. I was just trying to point out that most patterns in C++ have a fairly close analogy in Rust, just with different tradeoffs.
Yeah go has embedded structs. It’s ugly and allows one to address the fields on the parent and it exposes the struct (with the same fields) so it’s kind of a head scratcher.
To be honest, it’s been 3 years since I looked at rust and I might try again. I still prefer inheritance because some things just are-a thing. I also love ECS and components and see traits as that. I just wish I could store local state in those.
You can store state in the struct and then define a method in the trait to return the struct. Then all your default methods can use the "getter" to access the struct and it's state. The only thing you have to do is embed the struct and implement that one "getter" method to return it. I don't think it's much more boilerplate then utilizing inheritance.
Fyrox, a game engine written in Rust, uses an ECS and several object oriented patterns in their design. Might be a good reference if your interested. The rust book also has a section on OOP patterns in Rust.
I think it's Fyrox anyway. I remember the creator of a Rust game engine talking about it in an interview on Developer Voices. It could have been Bevy I guess, but I don't think so.
Yeah that’s what I did and it’s ugly. It works, and allows me to attach multiple behaviors but I would have to initialize them and write that boilerplate code to return them.
I think I might be able to do it with a macro but I’m not a rust guy so I’m limited by my knowledge.
For example: Playable could be a trait that plays a sound when you interact with it. I would need to implement func interact for each object. Piano, jukebox, doorbell, etc. With inheritance, I write it once, add it to my class, and now all instances of that object have interact. Can I add instance variables to a trait?
This saves me time and keeps Claude out of my code. Otherwise I ask Claude to implement them all, modify them all, to try to keep them all logically the same.
I also don’t want to go type soup in order to abstract this into something workable.