Maybe optional actions (fn action_var(&mut self, var: & Var) -> Option<var>
) can be take argument by value if you roundtrip it back?
fn action_var(&mut self, var: Var) -> Var</var>
Maybe optional actions (fn action_var(&mut self, var: & Var) -> Option<var>
) can be take argument by value if you roundtrip it back?
fn action_var(&mut self, var: Var) -> Var</var>
hyper-util
It is not released to crates.io as of now, even as alpha version.
Update: now it is released. docs.rs
does not show anything yet. There is a pull request about it already though.
Some of these restrictions are reasonable, some you need to avoid. Without
dyn
the compiler just figures out whether those properties are congruent, withdyn
you need to choose those properties explicitly.Send
is typically reasonable and typically can be just added to the list.Sized
- not sure. Idea ofdyn
things typically relies on unsized things (andBox
and friends to get back to theSized
world).'static
- if you are OK at allocating here and there (i.e. not optimising for performance hard), limiting to'static
world (i.e. without other lifetimes and inner references) can be reasonable.Sync
is needed rarely, usuallySend
is enough.Copy
bound is typically too much, unless the data is very simple. Probably you need a.clone()
and/orArc
somewhere.Unpin
can also be just added as needed, unless you are dealing withasync
and 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.dyn
road is indeed a thinner and somewhat winding road compared to main, easy way of'static + Sized
things. 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
dyn
then 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-Nightmare
scale.