Force attribute usage in subclass of abstract superclass - c#

How can I force a subclass to implement certain Attributes of its superclass? The reason is that I want to use Attributes for general information about the class, e.g. "DisplayName", "Description" or "Capabilities".
So I thought I might implement them in a superclass and force the subclasses to implement the attributes.
Is there something like an abstract attribute like for methods?
[abstract DeclareMe]
public abstract class InheritMe {
public abstract void DeclareMe();
}

As your class must be run sooner or later, you can add checking mechanism to your base class to verify the existance of certain attributes in your sub classes.
Here's some sample code for you.
class Program
{
static void Main(string[] args)
{
var a = new SubA();
var b = new SubB();
}
}
class BaseClass
{
public BaseClass()
{
Type t = GetType();
if (t.IsDefined(typeof(SerializableAttribute), false) == false)
{
Console.WriteLine("bad implementation");
throw new InvalidOperationException();
}
Console.WriteLine("good implementation");
}
}
[Serializable]
class SubA : BaseClass
{ }
class SubB : BaseClass
{ }
The last word, don't be too wary of yourself. Once I was doing my design, I always thought I might call two methods in a wrong order or forget to do something, then I turned a simple design into a complicated one to prevent my possible mistakes. Later I threw away the guards, just throwing Exceptions and the code used to detect unexpected situations were surrounded by #if DEBUG.

In addition to the answers from that other thread:
You could use FxCop and implement a custom rule that checks if your attributes are present.

Related

How to define virtual method with return type which is not void in C#

This might sound like a dumb question, but I need to write a virtual method that is being overridden by inherited class. I don't need the virtual method to have any code, since this method is fully dependent on inherited class, therefore all code will be in the override methods.
However, the method has a return type that is not void. If I keep the virtual method empty it would give me an error "no all path return a value".
The only solution I came up with was to implement the virtual method with returning a dummy empty string, but I don't feel this is the best way. Is there any other way to define a virtual method with return type?
Edit:
Even most answers were correct in their own way, they did not help in my case, therefore I am adding snippets of the code which shows why I need to create instance of the base class, and why I can't use interface, or abstract:
//base class
public class Parser
{
public virtual string GetTitle()
{
return "";
}
}
//sub class
public class XYZSite : Parser
{
public override string GetTitle()
{
//do something
return title;
}
}
// in my code I am trying to create a dynamic object
Parser siteObj = new Parser();
string site = "xyz";
switch (site)
{
case "abc":
feedUrl = "www.abc.com/rss";
siteObj = new ABCSite();
break;
case "xyz":
feedUrl = "www.xzy.com/rss";
siteObj = new XYZSite();
break;
}
//further work with siteObj, this is why I wanted to initialize it with base class,
//therefore it won't break no matter what inherited class it was
siteObj.GetTitle();
I know the way I cast Parser object to Site object doesn't seem very optimal, but this is the only way it worked for me, so Please feel free to correct any thing you find wrong in my code.
Edit (Solution)
I followed the advice of many of replies by using interface and abstract. However it only worked for me when I changed the base class to abstract along with all its methods, and inherited the base class from the interface, and then inherited the sub classes from the base class. That way only I could make sure that all classes have the same methods, which can help me generate variant object in runtime.
Public interface IParser
{
string GetTitle();
}
Public abstract class Parser : IParser
{
public abstract string GetTitle();
}
Public class XYZ : Parser
{
public string GetTitle();
{
//actual get title code goes here
}
}
//in my web form I declare the object as follows
IParser siteObj = null;
...
//depending on a certain condition I cast the object to specific sub class
siteObj = new XYZ();
...
//only now I can use GetTitle method regardless of type of object
siteObj.GetTitle();
I am giving the credit to CarbineCoder since he was the one who put enough effort to take me the closest to the right solution. Yet I thank everyone for the contribution.
You can throw NotImplementedException instead of returning object:
public virtual object Method()
{
throw new NotImplementedException();
}
But if you are not implementing anything in virtual method you can create abstract instead of virtual:
public abstract object Method();
Edit:
Another option is to create interface for it.
public interface IMethods
{
object Method();
}
And make your classes children of this interface.
you need to use abstract here. The abstract modifier indicates that the thing being modified has a missing or incomplete implementation.
public abstract returntype MethodName();
But as you say, 'since this method is fully dependent on inherited class, therefore all code will be in the override methods', than if you are really going to override the functionality of the method in inherited class, why do you care if the method returns dummy or stuff? (e.g: you can make it virtual and get going)
Edit: as you cannot mark class as abstract, you can use virtual method instead.
public virtual returntype MethodName()
{
.....
return xyz;
}
(just for info: An abstract member is implicitly virtual. and abstract is sort of pure virtual. so you need virtual, instead of pure virtual)
Since other answers have discussed about abstract/virtual implementation, I am suggesting my own version.
There is a contradiction in your requirement.
You want a base class which is not an abstract but it has a method which is not implemented. Don't you think this unimplemented method will make the class incomplete and end up making it an abstract one even though you haven't explicitly said so?
So lets assume your class will never be an abstract class and its perfectly reasonable to have it as a normal class. Does it make sense to remove this method from the class altogether and move it to an interface?
Can you try extracting this method and put it into an interface.
interface NewInterface
{
string NewMethod();
}
public BaseClass
{
...
}
public DerivedClass : BaseClass, NewInterface
{
public string NewMethod
{
...
}
}
If you can do this, then you need not have to worry about the base class being abstract/ having NotImplemented exception, only downside is every derived class should implement this interface, but thats the point of making the base class non-abstract.
I don't see any problem in implementing Abstract BaseClass/ Interface for your approach. Both are supposed to be the solution for your problem.
//Parser siteObj = new Parser(); - Dont initialize it here,
//your are initializing it once more below
NewIterface siteObj;
string site = "xyz";
switch (site)
{
case "abc":
feedUrl = "www.abc.com/rss";
siteObj = new ABCSite();
break;
case "xyz":
feedUrl = "www.xzy.com/rss";
siteObj = new XYZSite();
break;
}

c# abstract classes -- "one or the other" alternate functions

Here's one, I have an abstract class like this...
public abstract class SpaceshipManager
{
...
public abstract void BuildWith(ParseObject po);
// "Or ..."
public abstract void BuildWith(string label);
...
}
The sense is, the derived classes must implement BuildWith a ParseObject, "OR", they can implement BuildWith using a string.
Now, at the moment I just do this ...
public abstract void BuildWith(object data);
Which is fine - but is there a better way?
Another way to look at it, you could have two methods
BuildKeidranType()
BuildBastionType()
The concept is that derived classes have to implement at least one of these.
Is there any such thing in c#?
You could use generics:
public abstract class SpaceshipManager<T>
{
public abstract void BuildWith(T source);
}
public class StringBuilderSpaceshipManager : SpaceshipManager<ParseObject> { ... }
Well there is nothing like that in c#. Generics could have given you a way out.
But seeing that you are deriving from MonoBehavior, i am assuming it's Unity you are working with, where there are constraints like the class name must be same as the file name etc. etc. which don't give too many options for generic behaviors. So avoiding generic classes and focusing on generic methods.
The following is a very crude example using generics just for fun and might not be much better than your current example where you take the parameter as an object. Nevertheless here goes:
public abstract class SpaceshipManager: MonoBehaviour
{
public void BuildWith<T>(T po)
{
if (ValidateBuildParam<T>())
{
Build<T>(po);
}
}
protected abstract bool ValidateBuildParam<T>();
protected abstract void Build<T>(T type);
}
public class DerivedA : SpaceshipManager
{
protected override void Build<T>(T po)
{
//Build here
}
protected override bool ValidateBuildParam<T>()
{
return (typeof(T) != typeof(ParseObject)) ? false : true;
}
}
public class DerivedB : SpaceshipManager
{
protected override void Build<T>(T po)
{
//Build here
}
protected override bool ValidateBuildParam<T>()
{
return (typeof(T) != typeof(string)) ? false : true;
}
}
Now there are some drawbacks like the following usage wont be incorrect:
SpaceshipManager spMan = new DerivedA();
spMan.BuildWith<int>(5);
This will compile and run but would build nothing. So it would be good if you change the return type of BuildWith, return null if Validation fails or a bool true or false
No, there's no such thing.
If the derived class implemented only one of the overloads, how would the caller know which one is implemented?
NO, such things which you are asking is not available in c#. In c# there is interface but you would have to implement all of the methods in derived class because if you would implement one of those caller would get confused.
As others have already told you, you cannot define abstract methods as optional to be implemented somehow.
If possible, I would suggest defining some kind of common type that can serve as input for the BuildWith method. For example, can the label string also be represented as a ParseObject? If not, can you think of some common abstraction for the two?
If the answer to both of these is no, that I would pose that these two methods probably shouldn't be overloads in the first place.
If the answer is yes, then you can make only one of these methods abstract:
public abstract class SpaceshipManager : MonoBehaviour
{
public abstract void BuildWith(ParseObject po);
public void BuildWith(string label)
{
// Static method or constructor here to represent label as a ParseObject.
BuildWith(ParseObject.FromLabel(label))
}
}
In this example, ParseObject is the common abstraction. It could also be another class or interface however.
Depending on the situation, the generics option that #Lee posted could also be a good solution, perhaps combined with a non-generic base type:
abstract class SpaceshipManager<T> : SpaceshipManager
{
public abstract void BuildWith(T source);
}
abstract class SpaceshipManager
{
// Other methods here
}
If neither of these solutions work for you, you could always make the method(s) virtual instead and override the behavior if needed, but it's somewhat doubtful that this design makes sense in your situation.
You can implement two Interfaces. IBuildWithFromString and IBuildWithFromParseObject. Then you can query which Interface is implemented by trying to cast to this Interface and in case of successand you can call the appropriate method.

Force base method call

Is there a construct in Java or C# that forces inheriting classes to call the base implementation? You can call super() or base() but is it possible to have it throw a compile-time error if it isn't called? That would be very convenient..
--edit--
I am mainly curious about overriding methods.
There isn't and shouldn't be anything to do that.
The closest thing I can think of off hand if something like having this in the base class:
public virtual void BeforeFoo(){}
public void Foo()
{
this.BeforeFoo();
//do some stuff
this.AfterFoo();
}
public virtual void AfterFoo(){}
And allow the inheriting class override BeforeFoo and/or AfterFoo
Not in Java. It might be possible in C#, but someone else will have to speak to that.
If I understand correctly you want this:
class A {
public void foo() {
// Do superclass stuff
}
}
class B extends A {
public void foo() {
super.foo();
// Do subclass stuff
}
}
What you can do in Java to enforce usage of the superclass foo is something like:
class A {
public final void foo() {
// Do stuff
...
// Then delegate to subclass
fooImpl();
}
protected abstract void fooImpl();
}
class B extends A {
protected void fooImpl() {
// Do subclass stuff
}
}
It's ugly, but it achieves what you want. Otherwise you'll just have to be careful to make sure you call the superclass method.
Maybe you could tinker with your design to fix the problem, rather than using a technical solution. It might not be possible but is probably worth thinking about.
EDIT: Maybe I misunderstood the question. Are you talking about only constructors or methods in general? I assumed methods in general.
The following example throws an InvalidOperationException when the base functionality is not inherited when overriding a method.
This might be useful for scenarios where the method is invoked by some internal API.
i.e. where Foo() is not designed to be invoked directly:
public abstract class ExampleBase {
private bool _baseInvoked;
internal protected virtual void Foo() {
_baseInvoked = true;
// IMPORTANT: This must always be executed!
}
internal void InvokeFoo() {
Foo();
if (!_baseInvoked)
throw new InvalidOperationException("Custom classes must invoke `base.Foo()` when method is overridden.");
}
}
Works:
public class ExampleA : ExampleBase {
protected override void Foo() {
base.Foo();
}
}
Yells:
public class ExampleB : ExampleBase {
protected override void Foo() {
}
}
I use the following technique. Notice that the Hello() method is protected, so it can't be called from outside...
public abstract class Animal
{
protected abstract void Hello();
public void SayHello()
{
//Do some mandatory thing
Console.WriteLine("something mandatory");
Hello();
Console.WriteLine();
}
}
public class Dog : Animal
{
protected override void Hello()
{
Console.WriteLine("woof");
}
}
public class Cat : Animal
{
protected override void Hello()
{
Console.WriteLine("meow");
}
}
Example usage:
static void Main(string[] args)
{
var animals = new List<Animal>()
{
new Cat(),
new Dog(),
new Dog(),
new Dog()
};
animals.ForEach(animal => animal.SayHello());
Console.ReadKey();
}
Which produces:
You may want to look at this (call super antipatern) http://en.wikipedia.org/wiki/Call_super
If I understand correctly you want to enforce that your base class behaviour is not overriden, but still be able to extend it, then I'd use the template method design pattern and in C# don't include the virtual keyword in the method definition.
No. It is not possible. If you have to have a function that does some pre or post action do something like this:
internal class Class1
{
internal virtual void SomeFunc()
{
// no guarantee this code will run
}
internal void MakeSureICanDoSomething()
{
// do pre stuff I have to do
ThisCodeMayNotRun();
// do post stuff I have to do
}
internal virtual void ThisCodeMayNotRun()
{
// this code may or may not run depending on
// the derived class
}
}
I didn't read ALL the replies here; however, I was considering the same question. After reviewing what I REALLY wanted to do, it seemed to me that if I want to FORCE the call to the base method that I should not have declared the base method virtual (override-able) in the first place.
Don't force a base call. Make the parent method do what you want, while calling an overridable (eg: abstract) protected method in its body.
Don't think there's any feasible solution built-in. I'm sure there's separate code analysis tools that can do that, though.
EDIT Misread construct as constructor. Leaving up as CW since it fits a very limited subset of the problem.
In C# you can force this behavior by defining a single constructor having at least one parameter in the base type. This removes the default constructor and forces derived types to explcitly call the specified base or they get a compilation error.
class Parent {
protected Parent(int id) {
}
}
class Child : Parent {
// Does not compile
public Child() {}
// Also does not compile
public Child(int id) { }
// Compiles
public Child() :base(42) {}
}
In java, the compiler can only enforce this in the case of Constructors.
A constructor must be called all the way up the inheritance chain .. ie if Dog extends Animal extends Thing, the constructor for Dog must call a constructor for Animal must call a constructor for Thing.
This is not the case for regular methods, where the programmer must explicitly call a super implementation if necessary.
The only way to enforce some base implementation code to be run is to split override-able code into a separate method call:
public class Super
{
public final void doIt()
{
// cannot be overridden
doItSub();
}
protected void doItSub()
{
// override this
}
}
public class Sub extends Super
{
protected void doItSub()
{
// override logic
}
}
I stumbled on to this post and didn't necessarily like any particular answer, so I figured I would provide my own ...
There is no way in C# to enforce that the base method is called. Therefore coding as such is considered an anti-pattern since a follow-up developer may not realize they must call the base method else the class will be in an incomplete or bad state.
However, I have found circumstances where this type of functionality is required and can be fulfilled accordingly. Usually the derived class needs a resource of the base class. In order to get the resource, which normally might be exposed via a property, it is instead exposed via a method. The derived class has no choice but to call the method to get the resource, therefore ensuring that the base class method is executed.
The next logical question one might ask is why not put it in the constructor instead? The reason is that it may be an order of operations issue. At the time the class is constructed, there may be some inputs still missing.
Does this get away from the question? Yes and no. Yes, it does force the derived class to call a particular base class method. No, it does not do this with the override keyword. Could this be helpful to an individual looking for an answer to this post, maybe.
I'm not preaching this as gospel, and if individuals see a downside to this approach, I would love to hear about it.
On the Android platform there is a Java annotation called 'CallSuper' that enforces the calling of the base method at compile time (although this check is quite basic). Probably the same type of mechanism can be easily implemented in Java in the same exact way. https://developer.android.com/reference/androidx/annotation/CallSuper

Implementing few methods of a interface class-C#

Is it possible in C# to have a class that implement an interface that has 10 methods declared but implementing only 5 methods i.e defining only 5 methods of that interface??? Actually I have an interface that is implemented by 3 class and not all the methods are used by all the class so if I could exclude any method???
I have a need for this. It might sound as a bad design but it's not hopefully.
The thing is I have a collection of User Controls that needs to have common property and based on that only I am displaying them at run time. As it's dynamic I need to manage them for that I'm having Properties. Some Properties are needed by few class and not by all. And as the control increases this Properties might be increasing so as needed by one control I need to have in all without any use. just the dummy methods. For the same I thought if there is a way to avoid those methods in rest of the class it would be great. It sounds that there is no way other than having either the abstract class or dummy functions :-(
You can make it an abstract class and add the methods you don't want to implement as abstract methods.
In other words:
public interface IMyInterface
{
void SomeMethod();
void SomeOtherMethod();
}
public abstract class MyClass : IMyInterface
{
// Really implementing this
public void SomeMethod()
{
// ...
}
// Derived class must implement this
public abstract void SomeOtherMethod();
}
If these classes all need to be concrete, not abstract, then you'll have to throw a NotImplementedException/NotSupportedException from inside the methods. But a much better idea would be to split up the interface so that implementing classes don't have to do this.
Keep in mind that classes can implement multiple interfaces, so if some classes have some of the functionality but not all, then you want to have more granular interfaces:
public interface IFoo
{
void FooMethod();
}
public interface IBar()
{
void BarMethod();
}
public class SmallClass : IFoo
{
public void FooMethod() { ... }
}
public class BigClass : IFoo, IBar
{
public void FooMethod() { ... }
public void BarMethod() { ... }
}
This is probably the design you really should have.
Your breaking the use of interfaces. You should have for each common behaviour a seperate interface.
That is not possible. But what you can do is throw NotSupportedException or NotImplementedException for the methods you do not want to implement. Or you could use an abstract class instead of an interface. That way you could provide a default implementation for methods you choose not to override.
public interface IMyInterface
{
void Foo();
void Bar();
}
public class MyClass : IMyInterface
{
public void Foo()
{
Console.WriteLine("Foo");
}
public void Bar()
{
throw new NotSupportedException();
}
}
Or...
public abstract class MyBaseClass
{
public virtual void Foo()
{
Console.WriteLine("MyBaseClass.Foo");
}
public virtual void Bar()
{
throw new NotImplementedException();
}
}
public class MyClass : MyBaseClass
{
public override void Foo()
{
Console.WriteLine("MyClass.Foo");
}
}
While I agree with #PoweRoy, you probably need to break your interface up into smaller parts you can probably use explicit interfaces to provider a cleaner public API to your interface implementations.
Eg:
public interface IPet
{
void Scratch();
void Bark();
void Meow();
}
public class Cat : IPet
{
public void Scratch()
{
Console.WriteLine("Wreck furniture!");
}
public void Meow()
{
Console.WriteLine("Mew mew mew!");
}
void IPet.Bark()
{
throw NotSupportedException("Cats don't bark!");
}
}
public class Dog : IPet
{
public void Scratch()
{
Console.WriteLine("Wreck furniture!");
}
void IPet.Meow()
{
throw new NotSupportedException("Dogs don't meow!");
}
public void Bark()
{
Console.WriteLine("Woof! Woof!");
}
}
With the classes defined above:
var cat = new Cat();
cat.Scrach();
cat.Meow();
cat.Bark(); // Does not compile
var dog = new Dog();
dog.Scratch();
dog.Bark();
dog.Meow(); // Does not compile.
IPet pet = new Dog();
pet.Scratch();
pet.Bark();
pet.Meow(); // Compiles but throws a NotSupportedException at runtime.
// Note that the following also compiles but will
// throw NotSupportedException at runtime.
((IPet)cat).Bark();
((IPet)dog).Meow();
You can simply have the methods you don't want to impliment trow a 'NotImplementedException'. That way you can still impliment the interface as normal.
No, it isn't. You have to define all methods of the interface, but you are allowed to define them as abstract and leave the implementation to any derived class. You can't compile a class that says that implements an interface when in fact it doesn't.
Here is a simple stupid example of what I meant by different interfaces for different purposes. There is no interface for common properties as it would complicate example. Also this code lacks of many other good stuff (like suspend layout) to make it more clear. I haven't tried to compile this code so there might be a lot of typos but I hope that idea is clear.
interface IConfigurableVisibilityControl
{
//check box that controls whether current control is visible
CheckBox VisibleCheckBox {get;}
}
class MySuperDuperUserControl : UserControl, IConfigurableVisibilityControl
{
private readonly CheckBox _visibleCheckBox = new CheckBox();
public CheckBox VisibleCheckBox
{
get { return _visibleCheckBox; }
}
//other important stuff
}
//somewhere else
void BuildSomeUi(Form f, ICollection<UserControl> controls)
{
//Add "configuration" controls to special panel somewhere on the form
Panel configurationPanel = new Panel();
Panel mainPanel = new Panel();
//do some other lay out stuff
f.Add(configurationPanel);
f.Add(mainPanel);
foreach(UserControl c in controls)
{
//check whether control is configurable
IConfigurableOptionalControl configurableControl = c as IConfigurableVisibilityControl;
if(null != configurableControl)
{
CheckBox visibleConfigCB = configurableControl.VisibleCheckBox;
//do some other lay out stuff
configurationPanel.Add(visibleConfigCB);
}
//do some other lay out stuff
mainPanel.Add(c);
}
}
Let your Interface be implemented in an abstract class. The abstract class will implement 5 methods and keep remaining methods as virtual. All your 3 classes then should inherit from the abstract class. This was your client-code that uses 3 classes won't have to change.
I want to add dynamically the control to my form as I have that as my requirement. I found the code from here. I edited it as I needed. So I have the IService class that has the common properties. This is implemented by the User Controls. Which are shown at runtime in different project. Hmmm for that I have different common interface that has properties which are used by the project for displaying the controls. Few controls need some extra methods or peoperties for instance to implement a context menu based on user selection at runtime. i.e the values are there in the project which will be passed as the properties to the control and it will be displayed. Now this menu is there only for one control rest of them don't have this. So I thought if there is a way to not to have those methods in all class rather than one class. But it sounds that I need to either go for dummy methods or abstract class. hmmm dummy methods would be more preferable to me than the abstract class :-(
By implementing one of the SOLID principle which is "Interface Segregation Principle" in which Interface is broken into mutiple interfaces.
Apart from the above excellent suggestions on designing interfaces, if you really need to have implementation of some of the methods,an option is to use 'Extension methods'. Move the methods that need implementation outside of your interface. Create another static class that implements these as static methods with the first parameter as 'this interfaceObject'. This is similar to extension methods used in LINQ for IEnumerable interface.
public static class myExtension {
public static void myMethod( this ImyInterface obj, ... ) { .. }
...
}

What are some real-world examples of abstract new/virtual/override/abstract keywords?

I'm moving from PHP to C#.
In PHP it was simple and straightforward to use abstract classes to create a "cascading override" pattern, basically "the base class method will take care of it unless the inheriting class has a method with the same signature".
In C#, however, I just spent about 20 minutes trying out various combinations of the keywords new, virtual, abstract, and override in the base and inheriting classes until I finally got the right combination which does this simple cascading override pattern.
So even those the code below works the way I want it, these added keywords suggest to me that C# can do much more with abstract classes. I've looked up examples of these keywords and understand basically what they do, but still can't imagine a real scenario in which I would use them other than this simple "cascading override" pattern. What are some real world ways that you implement these keywords in your day-to-day programming?
code that works:
using System;
namespace TestOverride23433
{
public class Program
{
static void Main(string[] args)
{
string[] dataTypeIdCodes = { "line", "wn" };
for (int index = 0; index < dataTypeIdCodes.Length; index++)
{
DataType dataType = DataType.Create(dataTypeIdCodes[index]);
Console.WriteLine(dataType.GetBuildItemBlock());
}
Console.ReadLine();
}
}
public abstract class DataType
{
public static DataType Create(string dataTypeIdCode)
{
switch (dataTypeIdCode)
{
case "line":
return new DataTypeLine();
case "wn":
return new DataTypeWholeNumber();
default:
return null;
}
}
//must be defined as virtual
public virtual string GetBuildItemBlock()
{
return "GetBuildItemBlock executed in the default datatype class";
}
}
public class DataTypeLine : DataType
{
public DataTypeLine()
{
Console.WriteLine("DataTypeLine just created.");
}
}
public class DataTypeWholeNumber : DataType
{
public DataTypeWholeNumber()
{
Console.WriteLine("DataTypeWholeNumber just created.");
}
//new public override string GetBuildItemBlock() //base method is erroneously executed
//public override string GetBuildItemBlock() //gets error "cannot override inherited member because it is not marked virtual, abstract, or override"
public override string GetBuildItemBlock()
{
return "GetBuildItemBlock executed in the WHOLENUMBER class.";
}
}
}
virtual/override is the core polymorphism pair; sounds like you've already cracked these
abstract is like virtual, but there is no sensible base implementation; use-cases: perhaps a Stream, where it is necessary for the actual implementation to do something with the bytes. This forces the class to be abstract
new should usually be avoided; it breaks polymorphism... the most common case is to re-expose with a more specific signature / return-type (perhaps in a sealed class, since it doesn't get prettier up the chain...) - see SqlConnection.CreateCommand (vs DbConnection.CreateCommand), or (perhaps more notably) IEnumerator<T>.Current (vs IEnumerator.Current)
It appears you have already figured out virtual and override from your example, so:
'abstract' can also be applied on members instead of 'virtual', in which case you do not specify an implementation for the method (';' directly after the signature). This forces all concrete descendants to implement the method.
'new' has nothing to do with inheritance, but can instead be used in a descendant class on a member to hide a member in the base class that has the exact same signature.
In a nutshell ;)
Further to the other answers.
Overrride for when you wish to allow child classes to perform their own processing, no processing or even just call the parent class processing for a function. An override or virtual function does not have to be implemented in descendent classes.
Abstract when you don't wish to perform any processing in your base class but want that method to be implemented by any inheriting class. (Best when the inheriting class behaviour can differ drastically). If a class contains nothing but abstract methods then it is effectively an interface type. A function specified as abstract MUST be implemented in the child class (the compiler will throw an error if not).

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