Modeling layered tree in rust












0















I'm trying to model a structure for a UI library where there exists a ViewNode which owns a RenderNode which owns a LayoutNode. These structures should at the same time form three distinct trees. A ViewTree, a RenderTree, and a Layout tree.



Is there any way of modeling this ownership without resorting to use of Rc? I don't want to use Rc<> because the ownership is clear from my point of view, The trees should never own their children (except for ViewNode), the wrapper is the owner. Each layer should also be able to be pulled out into a library and I don't want to force users of the library to use Rc<>.



Below is what I would want to do but what doesn't work. Should I go about this in a different way perhaps?



#[derive(Debug)]
struct LayoutNode<'a> {
// .. Some fields
children: Vec<&'a LayoutNode<'a>>,
}

#[derive(Debug)]
struct RenderNode<'a> {
// .. Some fields
layout_node: LayoutNode<'a>,
children: Vec<&'a RenderNode<'a>>,
}

#[derive(Debug)]
struct ViewNode<'a> {
// .. Some fields
render_node: RenderNode<'a>,
children: Vec<ViewNode<'a>>,
}

fn make_tree<'a>() -> ViewNode<'a> {
let layout_child = LayoutNode { children: vec! };
let layout = LayoutNode { children: vec![&layout_child] };

let render_child = RenderNode { layout_node: layout_child, children: vec! };
let render = RenderNode { layout_node: layout, children: vec![&render_child] };

let view_child = ViewNode { render_node: render_child, children: vec! };
let view = ViewNode { render_node: render, children: vec![view_child] };

view
}


fn main() {
println!("{:?}", make_tree())
}









share|improve this question



























    0















    I'm trying to model a structure for a UI library where there exists a ViewNode which owns a RenderNode which owns a LayoutNode. These structures should at the same time form three distinct trees. A ViewTree, a RenderTree, and a Layout tree.



    Is there any way of modeling this ownership without resorting to use of Rc? I don't want to use Rc<> because the ownership is clear from my point of view, The trees should never own their children (except for ViewNode), the wrapper is the owner. Each layer should also be able to be pulled out into a library and I don't want to force users of the library to use Rc<>.



    Below is what I would want to do but what doesn't work. Should I go about this in a different way perhaps?



    #[derive(Debug)]
    struct LayoutNode<'a> {
    // .. Some fields
    children: Vec<&'a LayoutNode<'a>>,
    }

    #[derive(Debug)]
    struct RenderNode<'a> {
    // .. Some fields
    layout_node: LayoutNode<'a>,
    children: Vec<&'a RenderNode<'a>>,
    }

    #[derive(Debug)]
    struct ViewNode<'a> {
    // .. Some fields
    render_node: RenderNode<'a>,
    children: Vec<ViewNode<'a>>,
    }

    fn make_tree<'a>() -> ViewNode<'a> {
    let layout_child = LayoutNode { children: vec! };
    let layout = LayoutNode { children: vec![&layout_child] };

    let render_child = RenderNode { layout_node: layout_child, children: vec! };
    let render = RenderNode { layout_node: layout, children: vec![&render_child] };

    let view_child = ViewNode { render_node: render_child, children: vec! };
    let view = ViewNode { render_node: render, children: vec![view_child] };

    view
    }


    fn main() {
    println!("{:?}", make_tree())
    }









    share|improve this question

























      0












      0








      0








      I'm trying to model a structure for a UI library where there exists a ViewNode which owns a RenderNode which owns a LayoutNode. These structures should at the same time form three distinct trees. A ViewTree, a RenderTree, and a Layout tree.



      Is there any way of modeling this ownership without resorting to use of Rc? I don't want to use Rc<> because the ownership is clear from my point of view, The trees should never own their children (except for ViewNode), the wrapper is the owner. Each layer should also be able to be pulled out into a library and I don't want to force users of the library to use Rc<>.



      Below is what I would want to do but what doesn't work. Should I go about this in a different way perhaps?



      #[derive(Debug)]
      struct LayoutNode<'a> {
      // .. Some fields
      children: Vec<&'a LayoutNode<'a>>,
      }

      #[derive(Debug)]
      struct RenderNode<'a> {
      // .. Some fields
      layout_node: LayoutNode<'a>,
      children: Vec<&'a RenderNode<'a>>,
      }

      #[derive(Debug)]
      struct ViewNode<'a> {
      // .. Some fields
      render_node: RenderNode<'a>,
      children: Vec<ViewNode<'a>>,
      }

      fn make_tree<'a>() -> ViewNode<'a> {
      let layout_child = LayoutNode { children: vec! };
      let layout = LayoutNode { children: vec![&layout_child] };

      let render_child = RenderNode { layout_node: layout_child, children: vec! };
      let render = RenderNode { layout_node: layout, children: vec![&render_child] };

      let view_child = ViewNode { render_node: render_child, children: vec! };
      let view = ViewNode { render_node: render, children: vec![view_child] };

      view
      }


      fn main() {
      println!("{:?}", make_tree())
      }









      share|improve this question














      I'm trying to model a structure for a UI library where there exists a ViewNode which owns a RenderNode which owns a LayoutNode. These structures should at the same time form three distinct trees. A ViewTree, a RenderTree, and a Layout tree.



      Is there any way of modeling this ownership without resorting to use of Rc? I don't want to use Rc<> because the ownership is clear from my point of view, The trees should never own their children (except for ViewNode), the wrapper is the owner. Each layer should also be able to be pulled out into a library and I don't want to force users of the library to use Rc<>.



      Below is what I would want to do but what doesn't work. Should I go about this in a different way perhaps?



      #[derive(Debug)]
      struct LayoutNode<'a> {
      // .. Some fields
      children: Vec<&'a LayoutNode<'a>>,
      }

      #[derive(Debug)]
      struct RenderNode<'a> {
      // .. Some fields
      layout_node: LayoutNode<'a>,
      children: Vec<&'a RenderNode<'a>>,
      }

      #[derive(Debug)]
      struct ViewNode<'a> {
      // .. Some fields
      render_node: RenderNode<'a>,
      children: Vec<ViewNode<'a>>,
      }

      fn make_tree<'a>() -> ViewNode<'a> {
      let layout_child = LayoutNode { children: vec! };
      let layout = LayoutNode { children: vec![&layout_child] };

      let render_child = RenderNode { layout_node: layout_child, children: vec! };
      let render = RenderNode { layout_node: layout, children: vec![&render_child] };

      let view_child = ViewNode { render_node: render_child, children: vec! };
      let view = ViewNode { render_node: render, children: vec![view_child] };

      view
      }


      fn main() {
      println!("{:?}", make_tree())
      }






      rust






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      asked Jan 2 at 22:02









      Emil SjölanderEmil Sjölander

      1,12831527




      1,12831527
























          1 Answer
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          You can use a memory arena that uses indices instead of reference counted pointers.



          Using indextree as an example:



          pub struct NodeId {
          index: usize,
          }

          pub struct Node<T> {
          parent: Option<NodeId>,
          previous_sibling: Option<NodeId>,
          next_sibling: Option<NodeId>,
          first_child: Option<NodeId>,
          last_child: Option<NodeId>,
          removed: bool,

          /// The actual data which will be stored within the tree
          pub data: T,
          }

          pub struct Arena<T> {
          nodes: Vec<Node<T>>,
          }


          The NodeId struct is a simple integer index.



          The nodes contain references to close by nodes (parent, previous_sibling, etc..) so to make for easy traversal.



          A downside of this method is that it's very similar to manual memory management, in that you need to ensure that nodes are added/removed correctly to avoid dangling references. indextree has a lot of error checking when adding/removing nodes in the tree for this reason.



          You might also want to have a look at petgraph: While this is a Graph instead of a Tree you can use it as a tree.






          share|improve this answer
























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            1 Answer
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            active

            oldest

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            1














            You can use a memory arena that uses indices instead of reference counted pointers.



            Using indextree as an example:



            pub struct NodeId {
            index: usize,
            }

            pub struct Node<T> {
            parent: Option<NodeId>,
            previous_sibling: Option<NodeId>,
            next_sibling: Option<NodeId>,
            first_child: Option<NodeId>,
            last_child: Option<NodeId>,
            removed: bool,

            /// The actual data which will be stored within the tree
            pub data: T,
            }

            pub struct Arena<T> {
            nodes: Vec<Node<T>>,
            }


            The NodeId struct is a simple integer index.



            The nodes contain references to close by nodes (parent, previous_sibling, etc..) so to make for easy traversal.



            A downside of this method is that it's very similar to manual memory management, in that you need to ensure that nodes are added/removed correctly to avoid dangling references. indextree has a lot of error checking when adding/removing nodes in the tree for this reason.



            You might also want to have a look at petgraph: While this is a Graph instead of a Tree you can use it as a tree.






            share|improve this answer




























              1














              You can use a memory arena that uses indices instead of reference counted pointers.



              Using indextree as an example:



              pub struct NodeId {
              index: usize,
              }

              pub struct Node<T> {
              parent: Option<NodeId>,
              previous_sibling: Option<NodeId>,
              next_sibling: Option<NodeId>,
              first_child: Option<NodeId>,
              last_child: Option<NodeId>,
              removed: bool,

              /// The actual data which will be stored within the tree
              pub data: T,
              }

              pub struct Arena<T> {
              nodes: Vec<Node<T>>,
              }


              The NodeId struct is a simple integer index.



              The nodes contain references to close by nodes (parent, previous_sibling, etc..) so to make for easy traversal.



              A downside of this method is that it's very similar to manual memory management, in that you need to ensure that nodes are added/removed correctly to avoid dangling references. indextree has a lot of error checking when adding/removing nodes in the tree for this reason.



              You might also want to have a look at petgraph: While this is a Graph instead of a Tree you can use it as a tree.






              share|improve this answer


























                1












                1








                1







                You can use a memory arena that uses indices instead of reference counted pointers.



                Using indextree as an example:



                pub struct NodeId {
                index: usize,
                }

                pub struct Node<T> {
                parent: Option<NodeId>,
                previous_sibling: Option<NodeId>,
                next_sibling: Option<NodeId>,
                first_child: Option<NodeId>,
                last_child: Option<NodeId>,
                removed: bool,

                /// The actual data which will be stored within the tree
                pub data: T,
                }

                pub struct Arena<T> {
                nodes: Vec<Node<T>>,
                }


                The NodeId struct is a simple integer index.



                The nodes contain references to close by nodes (parent, previous_sibling, etc..) so to make for easy traversal.



                A downside of this method is that it's very similar to manual memory management, in that you need to ensure that nodes are added/removed correctly to avoid dangling references. indextree has a lot of error checking when adding/removing nodes in the tree for this reason.



                You might also want to have a look at petgraph: While this is a Graph instead of a Tree you can use it as a tree.






                share|improve this answer













                You can use a memory arena that uses indices instead of reference counted pointers.



                Using indextree as an example:



                pub struct NodeId {
                index: usize,
                }

                pub struct Node<T> {
                parent: Option<NodeId>,
                previous_sibling: Option<NodeId>,
                next_sibling: Option<NodeId>,
                first_child: Option<NodeId>,
                last_child: Option<NodeId>,
                removed: bool,

                /// The actual data which will be stored within the tree
                pub data: T,
                }

                pub struct Arena<T> {
                nodes: Vec<Node<T>>,
                }


                The NodeId struct is a simple integer index.



                The nodes contain references to close by nodes (parent, previous_sibling, etc..) so to make for easy traversal.



                A downside of this method is that it's very similar to manual memory management, in that you need to ensure that nodes are added/removed correctly to avoid dangling references. indextree has a lot of error checking when adding/removing nodes in the tree for this reason.



                You might also want to have a look at petgraph: While this is a Graph instead of a Tree you can use it as a tree.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Jan 2 at 22:48









                CetraCetra

                2,14211724




                2,14211724
































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