# gear Gear is a component object model for rust. So why does rust need a new object model? And why gear? ## Four pillars of OOP Grady Booch defined [four pillars](https://thegeekyasian.com/4-pillars-of-oop/) of OOP: 1. **Abstraction** Instead of dealing with objects directly, prefer to use an abstraction that hides all unnecessary complexity. For example, use a base class instead of a concrete class. This is a very good idea because managing complexity is hugely important in software development and, if we can minimize that to client code, life becomes much easier. 2. **Encapsulation** State should be hidden away so that client code cannot directly access it. In particular, objects often have [invariants](https://www.geeksforgeeks.org/what-is-class-invariant/) that must be preserved so if state can only be changed via a method those invariants can be maintainted (or at least checked). 3. **Polymorphism** This allows a type to be used as a more abstract type. For example, in a GUI a Checkbox can be passed to a method that expects a Button or a ListView can maintain a vector of View objects which might actually be a CheckBox and a Label. 4. **Inheritance** There are two forms of this: interface inheritance and implementation inheritance. Interface inheritance is similar to rust trait implementations. Implementation inheritance is classic OOP where a class inherits from another class and tweaks or adds something. For example, you might have a FlashingButton that inherits from Button and overrides the draw method so that it blinks on and off. These are all useful and work well in important domains like GUIs, sims, games, plugin architectures, etc. ## Rust vs the pillars 1. **Abstraction** Traits are the principle way that rust handles abstraction. These work fine in many cases but they don't compose well. 2. **Encapsulation** Rust handles this quite well with its visibility controls and module system. 3. **Polymorphism** Traits again, either `impl Trait` or `Box`. But again, there are composibility problems. For example, it quickly gets very awkward if you want a Checkbox that can act Like a Button which can act like a View. 4. **Inheritance** Rust works well with interface inheritance but doesn't support implementation inheritance at all. There are good reasons for this: while implementation inheritance is useful it's also very [problematic](https://www.tedinski.com/2018/02/13/inheritance-modularity.html) because it introduces a tight coupling between the base and derived classes. Because of these issues the consensus now is to prefer [composition over inheritance](https://en.wikipedia.org/wiki/Composition_over_inheritance). ## Gear basics The gear object model consists of: 1. Components which contain one or more objects. 2. Objects which implement one or more traits. 3. Macros which allow access to traits implemented by the objects. For example, you might have a component which exposes a Draw trait: ```rust let component = get_from_somewhere(); let render = find_trait!(component, Render).unwrap(); render.render(&mut canvas); ``` ## Gear vs the pillars 1. **Abstraction** Client code deals only with traits so abstraction is great. A new trait can always be added to an object or a new object to a component so composition is no problem (and can even by dynamic). 2. **Encapsulation** Also great because clients deal with traits not concrete types. 3. **Polymorphism** Components can expose as many traits as they want and that's all hidden inside the Component so code can take a Component and query for the traits they need. This is quite powerful though does have the downside that it is dynamic: there's no compile time check that the trait actually exists. 4. **Inheritance** Behavior is not added by extending classes but by adding objects to a component (or implementing a new trait on an existing object). This is not as powerful as implementation inheritance but it's much simpler and way less brittle. ## Sample code The [repro](https://github.com/jesse99/gear/tree/main/examples/sim) has an example that consists of a wolf vs sheep simulation. Here is some annotated code from that to illustrate how gear works: ```rust // Gear currently requires nightly and you'll need this in your main.rs // (or lib.rs). #![feature(lazy_cell)] #![feature(ptr_metadata)] #![feature(unsize)] use core::sync::atomic::Ordering; use gear_objects::*; use paste::paste; // One of the traits the sim components expose. This is used by the World // struct to render all of the components in the sim. pub trait Render { fn render(&self) -> ColoredString; } // Traits exposed by components have to be registered. register_type!(Render); // Function to add a wolf to the world and to the Store (the Store // manages component lifetimes). pub fn add_wolf(world: &mut World, store: &Store, loc: Point) -> ComponentId { // The name "wolf" is used with Component's Debug trait. let mut component = Component::new("wolf"); // Each component is given a unique id allowing components to be // compared and hashed. let id = component.id; add_object!( component, Wolf, // object type Wolf::new(), // object [Action, Animal, Predator, Render], // traits exposed by this object to the component [Debug] // repeated traits (these can appear multiple times in a Component) ); // Wolf is the main object but there are a couple other objects // which allow code reuse between Wolf and Sheep. add_object!(component, Mover, Mover::new(), [Moveable]); add_object!( component, Hungers, Hungers::new(INITAL_HUNGER, MAX_HUNGER), [Hunger], [Debug] // Debug is repeated for this Component ); // Animals are added to the back and grass to the front. world.add_back(store, loc, component); id } // Concrete object type, not directly used by client code. struct Wolf { age: i32, // wolves can die of old age } register_type!(Wolf); // Traits are implemented normally. impl Render for Wolf { fn render(&self) -> ColoredString { if self.age == 0 { "w".green() } else { "w".normal() } } } // Somewhat simplified version of the World::render method. // The World works with any components that implement the // Action and Render traits. pub fn render(&self, store: &Store) { for y in 0..self.height { for x in 0..self.width { let loc = Point::new(x, y); // Render the last component at a loc. if let Some(id) = self.actors.get(&loc).map(|v| v.last()).flatten() { let component = store.get(*id); let render = find_trait!(component, Render).unwrap(); let ch = render.render(); print!("{}", ch); } else { print!(" "); } } println!(); } println!(); } ```