How to expose "generic" C# collection to COM - c#

I have an API which I have developed a C# client for which converts HTTP GET requests into C# objects.
I have made the client COM visible as I need it in VB6, the issue here is that generic collections does not work over COM. I have made a "fix" for this by making my own implementation of a collection except it is not generic.
This means I have a class named [Class]_Collection for each of my classes, this just means I have a collection without the generic class.
This works well except our API is quite large with quite a few different objects, so it would be nice if I did not have to write the implementation for every class in our API.
I have been experiementing with a generic base class or generic interface which I can inherit, but as previously stated COM does not like generic classes.
I also require an IDispatch interface to expose functionality so that the class functions are exposed in VB6.
Is there a way in which I can write the implementation for all my collections and just inherit that functionality everywhere it is needed?

Generics are indeed incompatible with COM, as far as I know there is no way around that restriction in itself.
The approach I've used as a simple workaround is to add wrapper properties specifically for COM-interop purposes.
Example:
[ComVisible(false)]
public List<int> SomeNumbers {get; set;}
[ComVisible(true)]
[Obsolete("Use this for COM interop only")]
public IList SomeNumbersCOM => SomeNumbers;
This has the benefit of being fairly simple, does not actually copy any data, and functions through COM. However it is obviously not typesafe since within VB6 the entries of SomeNumbersCOM will just appear to be object. But VB6 isn't especially typesafe anyway, so this may not really be a big problem. And at least the real strongly typed collection can be used within C#. The Obsolete helps to enforce this.
The mild loss of type safety hasn't been a real issue in my experience. You still can assert the correct type on the VB side; e.g., use a Long variable when getting values out of the SomeNumbersCOM list..
You don't have to add very much code that isn't just boilerplate. e.g., you don't have to actually code collection classes or replicate their internal logic.
Instead of wrapping properties in the same class, you could create an entire wrapper class, which would be a bit cleaner for the C# consumers.
Creating an entirely separate COM-visibility wrapper assembly (which contains all those wrapper classes) would be an even stronger way to mandate that the wrappers are NOT used from elsewhere on the C# side.

Related

Reference an entire .NET class in Access 2013 with a DLL

So lately I have been building a DLL in C# for my Access 2013 Frontend application that handles mail through SMTP and does some validation since Access Mailing library's did not fulfill my requirements.
This all worked great but it also got me wondering, and I cant really find an answer to it on the forum hence my question, is it possible that instead of creating my own mailing methods and classes to just create one COM visible class and make it inherit from, in my example, the Mailing class (SMTPClient for example) so that in Access I can call the properties/methods from the inherited .NET class?
I actually don't think it is possible because then there would be likely more info on the subject but on the other hand, Access 2013 had a lot of improvements and one of them being importing DLL's right?
I not sure really why not? The only issue is when you create your class (com) object, is the required code stubs placed into the class as public members so Access can see them?
The only real caution here is if you not building a custom interface in your class (I usually don’t), then any property exposed as a non-compatible VBA variable type will render the whole COM object as invalid. (so make those routines (and variables) as private).
So as a general rule, any method/property of your class that is exposed to Access will have to be a public property – this suggests and implies that you can inherit the original object properties into your custom class – but you still need public code stubs to expose those methods/properties.
I don’t use c#, but in vb.net, when you inherit, then all of the code stubs are auto-generated for you – so if c# is the same, then I don’t see why this approach will not work for you.

What is an interface in C (COM) is it the same as a interface in C#

Ok, I know what a interface is, but since I got into C and working with COM objects (Component Object Model), it seems an interface in COM is a little different from the interface I know of.
So what I am trying to do is bridge the gaps here cause since I been learning C, alot of things have been sounding very familiar to me but are not exactly what they seem.
The interface I know of are like contracts. They are objects that have only method declarations, with no body. All classes that implement an interface must include the methods of the interface.
The interface I hear about in COM seems to be just pointers. They can not retrieve objects directly but only can retrieve objects through the means of a method. Is this what a COM Interface is ?? If so, then why did they give them the same names if they are completely different.
Also I just wanted to add that headers in C++ kind of remind me of the C# Interfaces. Not sure if their are any relations. But anyways, I am just trying to clear that up.
The interface I know of are like
contracts. They are objects that have
only method declarations, with no
body. All classes that implement an
interface must include the methods of
the interface.
An C# interface would be an empty abstract class in C++.
The term interface is generally just a concept for some kind of "contract" in software development. As C has no object-orientation built-in (it's a procedural language) the term "interface" means something different than in Java, for example, where they have a special meaning as a language construct.
In C++ there's also no explicit interface keyword / language construct but you can get similar semantics by defining pure abstract classes (classes that only contain pure virtual methods).
Example for an "interface" in C++:
class Comparable {
public:
virtual int compareTo(Comparable const * const other) const = 0; // <- the "= 0" indicates a _pure_ virtual method
};
There are definitely low-level details they have in common. An interface is a list of function pointers in both languages. More commonly implemented in C++ because most compilers already implement virtual functions as a "v-table". A one-to-one match with a COM dispatch table.
Where they start to diverge is the methods of IUnknown. A COM interface has the AddRef and Release methods to take care of memory managed, using reference counting. A non-issue in C# because the garbage collector take care of it.
And COM doesn't support inheritance. Not an issue in C#, if you want to obtain an interface pointer then you simply cast the object reference. It has to be done explicitly in COM with the IUnknown::QueryInterface() method. There is some support in COM for object re-use, implemented by aggregation. It is so obtuse that few ever implement it.

fields not allowed in C# interface

There are quite a lot of deviations in Java and C# languages, one of which I observed was we cannot add variable constants in an interface. Being from Java background I got baffled to see compilation error when I tried this.
Does anyone has explanation why it is so?
A field is an implementation detail of a class and should not be exposed an its interface.
An interface is a way to abstract away implementation details of a class. These two concepts look contradictory and don't really fit together.
You can declare properties in interfaces instead.
UPDATE (after realizing the question was about constants, not variable fields): I think (purely my personal speculation) that Java decided to allow such a construct because it didn't have enum types back then. C# has had enums since the beginning and preferred those to constants most of the time. Moreover, you can create a static class in C# and add everything you like in it and ship it along the interface without any real hassles. Supporting such a construct would just make interface definitions more complicated.
I've rarely wanted to have an actual constant in an interface - they usually make more sense in classes. The practice of using a Java interface to just contain constants (in order to reduce typing in classes that use them) is nasty; I'd only put constants in interfaces where they were related to functionality within the interface itself.
However, on occasion I've thought it would be nice to be able to define an enum within an interface, if that's the only context in which the enum is anticipated to be used. Interestingly, VB allows this even though C# doesn't.
Effectively both of these would be a way of turning the interface into a "mini-namespace" in its own right. However, I can't say I've missed it very often when writing C#. As the C# team is fond of saying, features aren't removed - they're added, and the cost of adding a feature is very high. That means the feature really needs to pull its weight - there has to be a significant benefit before the feature is added. I personally wouldn't put this very high up on the list.
Related thought: it might be nice to be able to define a nested class within the interface, usually an implementation of the interface - either to express its contracts or to act as a "default" implementation for situations where there is such a thing.
and adding constants to interfaces is discouraged in Java too (according to Effective Java at least)
Adding constants to an interface is wrong and should almost never be done. In the past many people declared Interfaces with many constants and then made another class implement this interface so they could make use of the constants without qualifying said constant. This is of course another anti pattern and was only done because people were lazy. If you really want a constant in an interface define a method that returns that constant.

Benefits of implementing an interface

what are the benefits of implementing an interface in C# 3.5 ?
You'll be able to pass your object to a method (or satisfy a type constraint) that expects the interface as an argument. C# does not support "duck typing." Just by writing the methods defined by the interface, the object will not automatically be "compatible" with the interface type:
public void PrintCollection<T>(IEnumerable<T> collection) {
foreach (var x in collection)
Console.WriteLine(x);
}
If List<T> did not implement the IEnumerable<T> interface, you wouldn't be able to pass it as an argument to PrintCollection method (even if it had a GetEnumerator method).
Basically, an interface declares a contract. Implementing an interface enforces your class to be bound to the contract (by providing the appropriate members). Consequently, everything that relies on that contract (a method that relies on the functionality specified by the interface to be provided by your object) can work with your object too.
The main benefit is about code readability, code maintainability and code "semantics".
Code readability: An interface constitutes a declaration about intentions. It defines a capability of your class, what your class is capable of doing. If you implement ISortable you're clearly stating that your class can be sorted, same for IRenderable or IConvertible.
Code semantics: By providing interfaces and implementing them you're actively separating concepts in a similar way HTML and CSS does. A class is a concrete implementation of an "object class" some way of representing the reality by modeling general properties of real life objects or concepts. An interface define a behavioral model, a definition of what an object can do. Separating those concepts keeps the semantics of your code more clear. That way some methods may need an instance of an animal class while other may accept whatever object you throw at them as long as it supports "walking".
Code maintainability: Interfaces helps to reduce coupling and therefore allow you to easily interchange implementations for the same concept without the underlying code being affected. You can change the implementation of a IMessage easily by defining a new class that implements the interface. Compare that to sistematically replacing all references from CMessage to CMyNewMessageClass.
It will help when you try to:
Unit test with Stubs / Mocks
Implement Dependency injection
Solve world hunger (although this unproven!)
Kindness,
Dan
Interfaces provide no actual advantage. Anything that can be done with an interface can, and should be done using other language constructions. Multiple inheritance is oft quoted as the only REAL benefit derived from using interfaces, but I can do multiple inheritance quite easily and clearly in C# - I do it every day. Changing the code without "breaking" the interface is the silliest of all excuses... That applies the same to concrete classes as it does to abstract classes or interfaces. As long as the functional signature does not change, you haven't broken the interface. Doesn't matter where it was declared. Simply putting a functional prototype in a separate file and naming it with an "I" in front buys nothing - except that you end up with twice as many source files to maintain. The supposition that the interface is defined early, and then maintains the contract is ridiculous. Interface methods and their parameters change ALL the time, because everything is never known up-front. That's why MicroSof stopped using them long ago. They had IUnKnown, IUnknown2, etc. It created a mess.
The main benefits of interfaces is mostly related to project design.
If you use an interface:
The consumer of the interface should implement that interface.
Designing bridge patters.
Creating a contract so that user must adhere the rules of the interface.
Can take only interface part (Object) from the main class.
Even class is private, can obtain the interface object from that
Multiple inheritance kind of style.
Need not be should implement, simple go for if implements that means if you want you can implement other wise can drop it..
Cleaner code.
Implementation which changes depends on class can go ahead with interface.
If each class have separate implementation of a method better to go for interfaces. For example IEnumerable in collections.
According to C# Architect, in a simple word it's a contract. Consumer must adhere to it.
An interface defines a contract (things that an object is able to do), while a concrete class (or struct) defines the concrete behavior.
For an example, IList is an interface, it defines the methods that a concrete object has to provide in order to be used like any other object implementing IList. Everywhere an IList can be used, your object that implements IList can be used as well. The way you concretely implement it and the way your object behaves when those IList methods are called is left to you.
If you work in a huge, commercial software house - you MIGHT want to consider the judicial use of Interfaces. Otherwise, you should stay away from them. Same for multi-threading. If I see one more script-kiddie app that spawns 20 threads to write "Hello World" I'm gonna freak. Multi-threading should be completely reserved for apps that require it, usually in a multi-processing environment. 90% of the time it causes more harm than good. And don't bother with the thread highjack / off-topic comments. I don't care. I've been doing this longer than most of you have been alive. Rank has its privileges.
You aren't tied to class inheritance - you can apply an interface to any class. Any class can have multiple interfaces - C# doesn't support multiple class inheritance, i.e. you are providing a good abstraction layer through the interface
An Interface is a reference type and it contains only abstract members. Interface's members can be Events, Methods, Properties and Indexers. But the interface contains only declaration for its members. Any implementation must be placed in class that realizes them. The interface can't contain constants, data fields, constructors, destructors and static members. All the member declarations inside interface are implicitly public.
The way I understand it interfaces are most useful in these cases:
Cleaner division of labor among programmers. Lead programmer writes interface and junior programmer writes its implementation. That makes perfect sense to me. Lead programmer could write pseudocode instead of interface though.
Some specific situation, where you need 2 or more different implementations of the same class, for example interface animal and classes tiger and lion that use it. And even here it doesn't makes much sense, because lions and tigers share some things in common. Abstract class would be better, because if you use interface you have to write common functions in separate classes which leads to code duplication, which is bad.
You write a library and want it to be modifiable by users. So you write interface and its class implementation. User of your lib still has the possibility to write his own implementation class, which may use different technology/algorithm which achieves the same result, but maybe in a faster way for example. This is also the reason why we meet so many interfaces in libs we use, but rarely feel the need to write our own interfaces. Because we don't write libraries.

What are some advantages to using an interface in C#?

I was forced into a software project at work a few years ago, and was forced to learn C# quickly. My programming background is weak (Classic ASP).
I've learned quite a bit over the years, but due to the forced nature of how I learned C#, there are a lot of basic concepts I am unclear on.
Specifically, an interface. I understand the basics, but when writing an app, I'm having a hard time figuring out a practical use of one. Why would one want to write an interface for their application?
Thanks
Kevin
An interface says how something should work. Think of it as a contract or a template. It is key to things such as Inverson of Control or Dependancy Injection.
I use Structure Map as my IoC container. This allows me to define an interface for all of my classes. Where you might say
Widget w = new Widget();
I would say
IWidget w = ObjectFactory.GetInstance<IWidget>();
This is very powerful in that my code isn't saying necessarily what a Widget truely is. It just knows what a Widget can do based on the interface of IWidget.
This has some great power to it in that now that I am using an IoC container I can do a couple more nifty things. In my unit tests where I need to use a Widget I can create a mock for Widget. So say that my Widget does something very powerful by way of connecting to a database or a web service, my mock can simulate connecting to these resources and return to me stubbed data. This makes my test run faster and behave in a way that is more reliable. Because I am using StructureMap I can tell StructureMap to load the real implementation of my Widget during production use of my code and the mocked version of the Widget during testing either programatically or by configuration.
Also, because I am using an IoC container I can provide cool new features to my application such as writing three different ways to cache data. I can have a local developer box cache using a tool such as Lucene.NET for a local cache. I can have a development server use the .NET cache which runs great on one box. And then I can have a third option for my production servers use a cache layer such as MemCache Win32 or Velocity. As long as all three caching implementations conform to the same interface, their actual implementation doesn't concern me (or my code) at all. I simply ask StructureMap to go get the current environments implementation and then go to work.
If you follow Dependency Injection at all then interfaces come in handy here also with an IoC container such as StructureMap in that I can declare the usage of a class by way of an Interface in the constructor of my class.
public class Widget(IWidgetRepository repository, IWidgetService service) : IWidget
{
//do something here using my repository and service
}
And then when I new up an instance of Widget by way of StructureMap such as this
IWidget widget = ObjectFactory.GetInstance<IWidget>();
Notice that I am not specifying the repository or service in the constructor. StructureMap knows by way of the interfaces specified in the constructor how to go get the appropriate instances and pass them in too. This makes very powerful and clean code!
All from the simple definition of Interfaces and some clever usage of them!
One Simple Answer: Use interfaces to program against the contract rather than the implementation.
How could that possibly help? Starting to use interfaces will (hopefully) get you in the habit of coupling classes more loosely. When you code against your own concrete classes, it's easy to start poking the data structures without a strict separation of concerns. You end up with classes which "know" everything about the other classes and things can get pretty tangled. By limiting yourself to an interface, you only have the assurance that it fulfills the interface's contract. It injects a sometimes helpful friction against tight coupling.
The basic case is the "IWriter" case.
Suppose you are making a class that can write to the console, and it has all kinds of useful functions like write() and peek().
Then you would like to write a class that can write to the printer, so instead of reinventing a new class, you use the IWriter interface.
Now the cool thing about interfaces is you can write all your writing code, without knowing what is your writing target beforehand, and then can when the user decides (at runtime) weather he wants to write to the console or the printer, you just define the object as a console/printer writer and you don't need to change anything in your writing code, because they both use the same front end (interface).
An example. Consider an MDI application that shows reports, there's basically 2 different report types. A chart, and a grid. I need to Save these reports as PDF and I need to mail them to someone.
The event handler for the menu the user clicks to save a report to PDF could do this:
void ExportPDF_Clicked(...) {
if(currentDocument is ChartReport) {
ChartReport r = currentDocument as ChartReport;
r.SavePDF();
} else if(currentDocument is GridReport) {
GridReport r = currentDocument as GridReport;
r.SavePDF();
}
}
I'll rather make my ChartReport and GridReport implement this interface:
public interface Report {
void MailTo();
void SavePDF();
}
Now I can do:
void ExportPDF_Clicked(...) {
Report r = currentDocument as Report;
r.SavePDF();
}
Similar for other code that need to do the same operation(save it to a file,zoom in,print,etc.) on the different report types.
The above code will still work fine when I add a PivotTableReport also impelmenting Rpoert the next week.
IOC and Dependency injection have already been mentioned above, and I would urge you to look at them.
Largely, however, interfaces allow a contract to be specified for an object that doesn't require an inheritance model.
Lets say I have class Foo, that has functions x and y and property z, and I build my code around it.
If I discover a better way to do Foo, or another sort of Foo requires implementation, I can, of course, extend a base Foo class to FooA, FooB, MyFoo etc, however that would require that all Foos have the same core functionality, or, indeed that any future Foo creators have access to the base Foo class and understand its internal workings. In C#, that would mean future Foos could not inherit from anything else but Foo, as C# does not support multiple inheritance.
It would also require me to be aware of possible future states of Foo, and try not to inhibit them in my base Foo class.
Using an interface IFoo simply states the 'contract' that a class requires to work in my Foo framework, and I don't care what any future Foo classes may inherit from or look like internally, as long as they have fn x fn y and z. It makes a framework much more flexible and open to future additions.
If, however, Foo requires a large amount of core at its base to work that would not be applicable in a contract scenario, that is when you would favour inheritance.
Here is a book that talks all about interfaces. It promotes the notion that interfaces belong to the client, that is to say the caller. It's a nice notion. If you only need the thing that you're calling to implement - say - count() and get(), then you can define such an interface and let classes implement those functions. Some classes will have many other functions, but you're only interested in those two - so you need to know less about the classes you're working with. As long as they satisfy the contract, you can use them.
good article.
An interface is a contract that guarantees to a client how a class or struct will behave.
http://www.codeguru.com/csharp/csharp/cs_syntax/interfaces/article.php/c7563
This might be the clearest easiest way of explaining that I have come across:
"The answer is that they provide a fairly type-safe means of building routines that accept objects when you don't know the specific type of object that will be passed ahead of time. The only thing you know about the objects that will be passed to your routine are that they have specific members that must be present for your routine to be able to work with that object.
The best example I can give of the need for interfaces is in a team environment. Interfaces help define how different components talk to each other. By using an interface, you eliminate the possibility that a developer will misinterpret what members they must add to a type or how they will call another type that defines an interface. Without an interface, errors creep into the system and don't show up until runtime, when they are hard to find. With interfaces, errors in defining a type are caught immediately at compile time, where the cost is much less."
Couple of things, when you inherit from an interface it forces you to implement all the methods defined in the interface. For another, this is also a good way to bring in multiple inheritance which is not supported for regular classes.
http://msdn.microsoft.com/en-us/library/ms173156.aspx
Simple answer based on first principles:
A program is a universe with its own metaphysics (the reality/substance/stuff of the code) and epistemology (what you can know/believe/reason about the code). A good programming language tries to maximize the metaphysical flexibility (lets you make the stuff easily) while ensuring epistemic rigor (makes sure your universe is internally consistent).
So, think of implementation inheritance as a metaphysical building block (the stuff that makes up your little universe of code) and interface inheritance as an epistemic constraint (it allows you to believe something about your code).
You use interfaces when you only want to ensure that you can believe something. Most of the time that's all you need.
You mentioned having difficulty finding a practical use for interfaces.. I've found that they come into their own when building extensible applications, for example a plugin-based app where a third-party plugin must conform to specific rules.. These rules can be defined by an interface.
You could make it so that when the plugin is loaded, it must have an Init method that takes a class that implements IServices interface.
public interface IServices
{
DataManager Data { get; set; }
LogManager Log { get; set; }
SomeOtherManager SomeOther { get; set; }
}
public class MrPlugin
{
public void Init(IServices services)
{
// Do stuff with services
}
}
So.. If you have a class that implements the IServices interface, and then you instantiate it once, you can pass it to all the plugins upon initialisation and they can use whatever services you have defined in the interface.

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