We now have an overview of traits, how to define them and how they work, now it's time to put that knowledge to use and build a plugin system using traits.
A plugin in this system is any type that implements a specific trait. Each plugin will perform a specific task, and the system should manage a collection of these plugins, executing them in sequence. You’ll also address advanced issues like object safety and resolving potential conflicts between overlapping trait implementations.
Design and implement a plugin system using trait objects. You will:
Plugin
trait that includes methods for initialization and execution.PluginManager
struct to manage plugins. It should:
Plugin
trait.Plugin
trait should include the following methods:
fn name(&self) -> &str;
- Returns the name of the plugin.fn execute(&self);
- Executes the plugin's functionality.PluginManager
should:
new() -> Self
- Creates a new PluginManager
instance.add_plugin
- Adds a plugin to the list.remove_plugin
- Removes a plugin from the list.execute_all
- Executes all registered plugins.Make sure you make all relevant items public.
Vec<Box<dyn Plugin>>
for dynamic dispatch.name
method to identify and ensure uniqueness among plugins.