Difference between a Pure Abstract class and an Interface [closed] - c#

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Closed 10 years ago.
I was having a discussion with a coworker, who insisted that in Languages such as Java and C# there is never any reason to use a Pure Abstract base class, as it simply means you are unable to get around the lack of multiple inheritance.
I feel that he is wrong about this, as I've always thought that if a thing is a noun then it is an object, and if it is a verb then it is an interface.
For example, if I wanted to define type Bird, where I wanted to enforce the method fly without implementing it, then I would make that a pure abstract class.
If I wanted to define a type Flies, I would make it an interface with the method fly.
Bird might implement Flies.
Am I wrong?
EDIT:
The only solid argument I can give to support my point of view is that at some point in the future the design might need to change so that birds can eat. If all birds eat the same then this would need to be added to Bird, making it non pure abstract.
If Bird had been an interface this change would simply be a nightmare, since I cannot know whether things that inherit from some other base class also implement my Bird interface, so I can't just refactor my problems away.

I can think of at least one good reason: You can extend abstract classes later on, without breaking backwards compatibility: Assume a class/interface
abstract class/interface Foo {
void foo();
}
If we use an interface we now know for sure that there's no way to ever add additional functionality to Foo. This can lead to things like interface Foo2 implements Foo.
On the other hand if you have an abstract class you can easily add another method to it, as long as you provide a base implementation.
Note that Java8 will allow Interfaces to do basically the same thing - that'll be useful for library writers wanting to update their libraries to use lambdas without necessarily breaking compatibility to the millions of lines of code already written.

Apart from your first edit i.e some future requirement. One possible use-case could declaring a constant and initializing it in the abstract class.
import java.util.ArrayList;
import java.util.List;
public abstract class AbstractPure implements ISomeInterface {
public static final List<String> days = new ArrayList<String>();
static{
days.add("Monday");
days.add("Tuesday");
days.add("Wednesday");
days.add("Thursday");
days.add("Friday");
days.add("Saturday");
days.add("Sunday");
}
}

I did some searching on pure abstract classes (it's been a while since I last used C++), and the only use-case I could find for them was to define interfaces in C++ (which doesn't have interfaces).
So I would say if you can use a pure abstract class, you might as well go with an interface, like your friend said.
However, I've never come across the need for a pure abstract class in C#, so this is might be a hypothetical issue.

I would say that both interfaces and classes define objects. As you yourself said it the verbs go to methods - they are properties of these objects. In your example of fly, I will declare an interface FlyingCreature and define a method fly in it (thus you have interfaces like Comparable and Serializable not Serialize and Compare. You have method compareTo). Also about your other example - bird: if you do not have any logic for the bird then you declare it as interface.
The interfaces are used to declare common properties different types of objects will have, they group them taxonomically. Afterwords, using the fact that you know they are of the same interface you will be able to process them the same way.
I don't see any gain in pure abstract class, as I already said both abstract classes and interfaces declare objects.

Let's say you've got a plugin system going with multiple plugin types each of which implements a different interface.
Now, lets also say you're using reflection to find these plugin classes at runtime.
Since they are interfaces one plugin can be multiple types of plugin.
If you make each plugin type an abstract class then you control the inheritance hierarchy and can ensure each plugin is a distinct type.
So there is a difference between pure abstract classes and interfaces. It's not one you'd need to use but neither is ++, recursion, or even objects.

I read something not long ago related to this. It basically said that if the items are linked together then use an abstract class. If it describes properties of something then use an interface.
So using your example a bird would be an abstract class because you want an eagle or a parrot to derive from the same place.
If you just wanted something like "flyer" then you would make that an interface because birds and planes and other things might implement the interface but its only this one property that they have in common.
The other thing to consider is that at some point you might want to actually put some concrete methods for your bird. All birds fly in the same way after all so you might want the class to print "flap flap flap" whenever a bird flies. If you are using an interface you need to do that on each class (or then introduce a new base class) whereas if you've used an abstract class in the first place you just need to add the behaviour in one place.

Related

How to improve design of the program considering interfaces and abstract classes?

Taking into account the accepted answer here, the idea for general recommendations is that, where possible, favor defining classes over interfaces.
Consider the following design:
A base class ChessPiece, which multiple child classes are also defined
Some types of piece needs a record if they were already moved (namely Pawn, Rook, King): a bool HasMoved property
A type of piece, that being the King, cannot be captured; everything else can be: a bool IsCaptured property
The problem is the conflict between #2 and 3 (there's no problem if I implement only one of the two) because of the derived class King, which is common in #2 and 3.
Ideally, both abstract classes CapturablePiece and MoveRecordedPiece, which both inherits from ChessPiece, should be implemented. But C# doesn't allow for multiple class inheritance, and that's where interfaces come in.
If interfaces were implemented, now all concrete child classes can manually implement each required property. Consider then this example:
// needed type-check
ChessPiece piece;
// some calculations...
if (piece is ICapturablePiece) // or using the 'as' keyword
//or...
if (piece is IMoveRecordedPiece)
// which in the case of non-conflicting abstract classes,
// this is easily doable and valid because of
// inheritance to the base class
I cannot do this since interfaces are as-is. It cannot inherit from anything, it is just a standalone marker for methods that must be implemented.
The abstract class versions are still preferable - a CapturablePiece and a MoveRecordedPiece, since its base type is ChessPiece, and I'm sure this logic is an "is-an" instead of a "can-do" (as mentioned in the link above).
My question now would be, how would I improve the design considering:
The fact that you cannot inherit multiple classes, and interfaces cannot inherit anything.
The favor of abstract classes over interfaces
The code block where type-check is needed
EDIT:
This is not a duplicate of the linked question. This is more of a how to improve design while considering interfaces and abstract classes.
Define behaviour independently from each other and aggregate it via the requiring instances.
Your problem is not inheritance, but too much responsibility in one class. A King moves differently from a Pawn. So define the behaviour of these types independently and add it to the chess figure class. Similar to the movement. Implement that behaviour externally and pass it to the classes which require it.
This let's you decouple your code nicely.

Is a base class sufficient, or is it ALWAYS worth creating an interface also? [duplicate]

When should I use an interface and when should I use a base class?
Should it always be an interface if I don't want to actually define a base implementation of the methods?
If I have a Dog and Cat class. Why would I want to implement IPet instead of PetBase? I can understand having interfaces for ISheds or IBarks (IMakesNoise?), because those can be placed on a pet by pet basis, but I don't understand which to use for a generic Pet.
Let's take your example of a Dog and a Cat class, and let's illustrate using C#:
Both a dog and a cat are animals, specifically, quadruped mammals (animals are waaay too general). Let us assume that you have an abstract class Mammal, for both of them:
public abstract class Mammal
This base class will probably have default methods such as:
Feed
Mate
All of which are behavior that have more or less the same implementation between either species. To define this you will have:
public class Dog : Mammal
public class Cat : Mammal
Now let's suppose there are other mammals, which we will usually see in a zoo:
public class Giraffe : Mammal
public class Rhinoceros : Mammal
public class Hippopotamus : Mammal
This will still be valid because at the core of the functionality Feed() and Mate() will still be the same.
However, giraffes, rhinoceros, and hippos are not exactly animals that you can make pets out of. That's where an interface will be useful:
public interface IPettable
{
IList<Trick> Tricks{get; set;}
void Bathe();
void Train(Trick t);
}
The implementation for the above contract will not be the same between a cat and dog; putting their implementations in an abstract class to inherit will be a bad idea.
Your Dog and Cat definitions should now look like:
public class Dog : Mammal, IPettable
public class Cat : Mammal, IPettable
Theoretically you can override them from a higher base class, but essentially an interface allows you to add on only the things you need into a class without the need for inheritance.
Consequently, because you can usually only inherit from one abstract class (in most statically typed OO languages that is... exceptions include C++) but be able to implement multiple interfaces, it allows you to construct objects in a strictly as required basis.
Well, Josh Bloch said himself in Effective Java 2d:
Prefer interfaces over abstract classes
Some main points:
Existing classes can be easily retrofitted to implement a new
interface. All you have to do is add
the required methods if they don’t yet
exist and add an implements clause to
the class declaration.
Interfaces are ideal for defining mixins. Loosely speaking, a
mixin is a type that a class can
implement in addition to its “primary
type” to declare that it provides
some optional behavior. For example,
Comparable is a mixin interface that
allows a class to declare that its
instances are ordered with respect to
other mutually comparable objects.
Interfaces allow the construction of nonhierarchical type
frameworks. Type hierarchies are
great for organizing some things, but
other things don’t fall neatly into a
rigid hierarchy.
Interfaces enable safe, powerful functionality enhancements via the
wrap- per class idiom. If you use
abstract classes to define types, you
leave the programmer who wants to add
functionality with no alternative but
to use inheritance.
Moreover, you can combine the virtues
of interfaces and abstract classes by
providing an abstract skeletal
implementation class to go with each
nontrivial interface that you export.
On the other hand, interfaces are very hard to evolve. If you add a method to an interface it'll break all of it's implementations.
PS.: Buy the book. It's a lot more detailed.
Interfaces and base classes represent two different forms of relationships.
Inheritance (base classes) represent an "is-a" relationship. E.g. a dog or a cat "is-a" pet. This relationship always represents the (single) purpose of the class (in conjunction with the "single responsibility principle").
Interfaces, on the other hand, represent additional features of a class. I'd call it an "is" relationship, like in "Foo is disposable", hence the IDisposable interface in C#.
Modern style is to define IPet and PetBase.
The advantage of the interface is that other code can use it without any ties whatsoever to other executable code. Completely "clean." Also interfaces can be mixed.
But base classes are useful for simple implementations and common utilities. So provide an abstract base class as well to save time and code.
Interfaces
Most languages allow you to implement multiple interfaces
Modifying an interface is a breaking change. All implementations need to be recompiled/modified.
All members are public. Implementations have to implement all members.
Interfaces help in Decoupling. You can use mock frameworks to mock out anything behind an interface
Interfaces normally indicate a kind of behavior
Interface implementations are decoupled / isolated from each other
Base classes
Allows you to add some default implementation that you get for free by derivation (From C# 8.0 by interface you can have default implementation)
Except C++, you can only derive from one class. Even if could from multiple classes, it is usually a bad idea.
Changing the base class is relatively easy. Derivations do not need to do anything special
Base classes can declare protected and public functions that can be accessed by derivations
Abstract Base classes can't be mocked easily like interfaces
Base classes normally indicate type hierarchy (IS A)
Class derivations may come to depend on some base behavior (have intricate knowledge of parent implementation). Things can be messy if you make a change to the base implementation for one guy and break the others.
In general, you should favor interfaces over abstract classes. One reason to use an abstract class is if you have common implementation among concrete classes. Of course, you should still declare an interface (IPet) and have an abstract class (PetBase) implement that interface.Using small, distinct interfaces, you can use multiples to further improve flexibility. Interfaces allow the maximum amount of flexibility and portability of types across boundaries. When passing references across boundaries, always pass the interface and not the concrete type. This allows the receiving end to determine concrete implementation and provides maximum flexibility. This is absolutely true when programming in a TDD/BDD fashion.
The Gang of Four stated in their book "Because inheritance exposes a subclass to details of its parent's implementation, it's often said that 'inheritance breaks encapsulation". I believe this to be true.
This is pretty .NET specific, but the Framework Design Guidelines book argues that in general classes give more flexibility in an evolving framework. Once an interface is shipped, you don't get the chance to change it without breaking code that used that interface. With a class however, you can modify it and not break code that links to it. As long you make the right modifications, which includes adding new functionality, you will be able to extend and evolve your code.
Krzysztof Cwalina says on page 81:
Over the course of the three versions of the .NET Framework, I have talked about this guideline with quite a few developers on our team. Many of them, including those who initially disagreed with the guidelines, have said that they regret having shipped some API as an interface. I have not heard of even one case in which somebody regretted that they shipped a class.
That being said there certainly is a place for interfaces. As a general guideline always provide an abstract base class implementation of an interface if for nothing else as an example of a way to implement the interface. In the best case that base class will save a lot of work.
Juan,
I like to think of interfaces as a way to characterize a class. A particular dog breed class, say a YorkshireTerrier, may be a descended of the parent dog class, but it is also implements IFurry, IStubby, and IYippieDog. So the class defines what the class is but the interface tells us things about it.
The advantage of this is it allows me to, for example, gather all the IYippieDog's and throw them into my Ocean collection. So now I can reach across a particular set of objects and find ones that meet the criteria I am looking at without inspecting the class too closely.
I find that interfaces really should define a sub-set of the public behavior of a class. If it defines all the public behavior for all the classes that implement then it usually does not need to exist. They do not tell me anything useful.
This thought though goes counter to the idea that every class should have an interface and you should code to the interface. That's fine, but you end up with a lot of one to one interfaces to classes and it makes things confusing. I understand that the idea is it does not really cost anything to do and now you can swap things in and out with ease. However, I find that I rarely do that. Most of the time I am just modifying the existing class in place and have the exact same issues I always did if the public interface of that class needs changing, except I now have to change it in two places.
So if you think like me you would definitely say that Cat and Dog are IPettable. It is a characterization that matches them both.
The other piece of this though is should they have the same base class? The question is do they need to be broadly treated as the same thing. Certainly they are both Animals, but does that fit how we are going to use them together.
Say I want to gather all Animal classes and put them in my Ark container.
Or do they need to be Mammals? Perhaps we need some kind of cross animal milking factory?
Do they even need to be linked together at all? Is it enough to just know they are both IPettable?
I often feel the desire to derive a whole class hierarchy when I really just need one class. I do it in anticipation someday I might need it and usually I never do. Even when I do, I usually find I have to do a lot to fix it. That’s because the first class I am creating is not the Dog, I am not that lucky, it is instead the Platypus. Now my entire class hierarchy is based on the bizarre case and I have a lot of wasted code.
You might also find at some point that not all Cats are IPettable (like that hairless one). Now you can move that Interface to all the derivative classes that fit. You will find that a much less breaking change that all of a sudden Cats are no longer derived from PettableBase.
Here is the basic and simple definiton of interface and base class:
Base class = object inheritance.
Interface = functional inheritance.
cheers
It is explained well in this Java World article.
Personally, I tend to use interfaces to define interfaces - i.e. parts of the system design that specify how something should be accessed.
It's not uncommon that I will have a class implementing one or more interfaces.
Abstract classes I use as a basis for something else.
The following is an extract from the above mentioned article JavaWorld.com article, author Tony Sintes, 04/20/01
Interface vs. abstract class
Choosing interfaces and abstract classes is not an either/or proposition. If you need to change your design, make it an interface. However, you may have abstract classes that provide some default behavior. Abstract classes are excellent candidates inside of application frameworks.
Abstract classes let you define some behaviors; they force your subclasses to provide others. For example, if you have an application framework, an abstract class may provide default services such as event and message handling. Those services allow your application to plug in to your application framework. However, there is some application-specific functionality that only your application can perform. Such functionality might include startup and shutdown tasks, which are often application-dependent. So instead of trying to define that behavior itself, the abstract base class can declare abstract shutdown and startup methods. The base class knows that it needs those methods, but an abstract class lets your class admit that it doesn't know how to perform those actions; it only knows that it must initiate the actions. When it is time to start up, the abstract class can call the startup method. When the base class calls this method, Java calls the method defined by the child class.
Many developers forget that a class that defines an abstract method can call that method as well. Abstract classes are an excellent way to create planned inheritance hierarchies. They're also a good choice for nonleaf classes in class hierarchies.
Class vs. interface
Some say you should define all classes in terms of interfaces, but I think recommendation seems a bit extreme. I use interfaces when I see that something in my design will change frequently.
For example, the Strategy pattern lets you swap new algorithms and processes into your program without altering the objects that use them. A media player might know how to play CDs, MP3s, and wav files. Of course, you don't want to hardcode those playback algorithms into the player; that will make it difficult to add a new format like AVI. Furthermore, your code will be littered with useless case statements. And to add insult to injury, you will need to update those case statements each time you add a new algorithm. All in all, this is not a very object-oriented way to program.
With the Strategy pattern, you can simply encapsulate the algorithm behind an object. If you do that, you can provide new media plug-ins at any time. Let's call the plug-in class MediaStrategy. That object would have one method: playStream(Stream s). So to add a new algorithm, we simply extend our algorithm class. Now, when the program encounters the new media type, it simply delegates the playing of the stream to our media strategy. Of course, you'll need some plumbing to properly instantiate the algorithm strategies you will need.
This is an excellent place to use an interface. We've used the Strategy pattern, which clearly indicates a place in the design that will change. Thus, you should define the strategy as an interface. You should generally favor interfaces over inheritance when you want an object to have a certain type; in this case, MediaStrategy. Relying on inheritance for type identity is dangerous; it locks you into a particular inheritance hierarchy. Java doesn't allow multiple inheritance, so you can't extend something that gives you a useful implementation or more type identity.
I recommend using composition instead of inheritence whenever possible. Use interfaces but use member objects for base implementation. That way, you can define a factory that constructs your objects to behave in a certain way. If you want to change the behavior then you make a new factory method (or abstract factory) that creates different types of sub-objects.
In some cases, you may find that your primary objects don't need interfaces at all, if all of the mutable behavior is defined in helper objects.
So instead of IPet or PetBase, you might end up with a Pet which has an IFurBehavior parameter. The IFurBehavior parameter is set by the CreateDog() method of the PetFactory. It is this parameter which is called for the shed() method.
If you do this you'll find your code is much more flexible and most of your simple objects deal with very basic system-wide behaviors.
I recommend this pattern even in multiple-inheritence languages.
Also keep in mind not to get swept away in OO (see blog) and always model objects based on behavior required, if you were designing an app where the only behavior you required was a generic name and species for an animal then you would only need one class Animal with a property for the name, instead of millions of classes for every possible animal in the world.
I have a rough rule-of-thumb
Functionality: likely to be different in all parts: Interface.
Data, and functionality, parts will be mostly the same, parts different: abstract class.
Data, and functionality, actually working, if extended only with slight changes: ordinary (concrete) class
Data and functionality, no changes planned: ordinary (concrete) class with final modifier.
Data, and maybe functionality: read-only: enum members.
This is very rough and ready and not at all strictly defined, but there is a spectrum from interfaces where everything is intended to be changed to enums where everything is fixed a bit like a read-only file.
Source: http://jasonroell.com/2014/12/09/interfaces-vs-abstract-classes-what-should-you-use/
C# is a wonderful language that has matured and evolved over the last 14 years. This is great for us developers because a mature language provides us with a plethora of language features that are at our disposal.
However, with much power becomes much responsibility. Some of these features can be misused, or sometimes it is hard to understand why you would choose to use one feature over another. Over the years, a feature that I have seen many developers struggle with is when to choose to use an interface or to choose to use an abstract class. Both have there advantages and disadvantages and the correct time and place to use each. But how to we decide???
Both provide for reuse of common functionality between types. The most obvious difference right away is that interfaces provide no implementation for their functionality whereas abstract classes allow you to implement some “base” or “default” behavior and then have the ability to “override” this default behavior with the classes derived types if necessary.
This is all well and good and provides for great reuse of code and adheres to the DRY (Don’t Repeat Yourself) principle of software development. Abstract classes are great to use when you have an “is a” relationship.
For example: A golden retriever “is a” type of dog. So is a poodle. They both can bark, as all dogs can. However, you might want to state that the poodle park is significantly different than the “default” dog bark. Therefor, it could make sense for you to implement something as follows:
public abstract class Dog
{
public virtual void Bark()
{
Console.WriteLine("Base Class implementation of Bark");
}
}
public class GoldenRetriever : Dog
{
// the Bark method is inherited from the Dog class
}
public class Poodle : Dog
{
// here we are overriding the base functionality of Bark with our new implementation
// specific to the Poodle class
public override void Bark()
{
Console.WriteLine("Poodle's implementation of Bark");
}
}
// Add a list of dogs to a collection and call the bark method.
void Main()
{
var poodle = new Poodle();
var goldenRetriever = new GoldenRetriever();
var dogs = new List<Dog>();
dogs.Add(poodle);
dogs.Add(goldenRetriever);
foreach (var dog in dogs)
{
dog.Bark();
}
}
// Output will be:
// Poodle's implementation of Bark
// Base Class implementation of Bark
//
As you can see, this would be a great way to keep your code DRY and allow for the base class implementation be called when any of the types can just rely on the default Bark instead of a special case implementation. The classes like GoldenRetriever, Boxer, Lab could all could inherit the “default” (bass class) Bark at no charge just because they implement the Dog abstract class.
But I’m sure you already knew that.
You are here because you want to understand why you might want to choose an interface over an abstract class or vice versa. Well one reason you may want to choose an interface over an abstract class is when you don’t have or want to prevent a default implementation. This is usually because the types that are implementing the interface not related in an “is a” relationship. Actually, they don’t have to be related at all except for the fact that each type “is able” or has “the ablity” to do something or have something.
Now what the heck does that mean? Well, for example: A human is not a duck…and a duck is not a human. Pretty obvious. However, both a duck and a human have “the ability” to swim (given that the human passed his swimming lessons in 1st grade :) ). Also, since a duck is not a human or vice versa, this is not an “is a” realationship, but instead an “is able” relationship and we can use an interface to illustrate that:
// Create ISwimable interface
public interface ISwimable
{
public void Swim();
}
// Have Human implement ISwimable Interface
public class Human : ISwimable
public void Swim()
{
//Human's implementation of Swim
Console.WriteLine("I'm a human swimming!");
}
// Have Duck implement ISwimable interface
public class Duck: ISwimable
{
public void Swim()
{
// Duck's implementation of Swim
Console.WriteLine("Quack! Quack! I'm a Duck swimming!")
}
}
//Now they can both be used in places where you just need an object that has the ability "to swim"
public void ShowHowYouSwim(ISwimable somethingThatCanSwim)
{
somethingThatCanSwim.Swim();
}
public void Main()
{
var human = new Human();
var duck = new Duck();
var listOfThingsThatCanSwim = new List<ISwimable>();
listOfThingsThatCanSwim.Add(duck);
listOfThingsThatCanSwim.Add(human);
foreach (var something in listOfThingsThatCanSwim)
{
ShowHowYouSwim(something);
}
}
// So at runtime the correct implementation of something.Swim() will be called
// Output:
// Quack! Quack! I'm a Duck swimming!
// I'm a human swimming!
Using interfaces like the code above will allow you to pass an object into a method that “is able” to do something. The code doesn’t care how it does it…All it knows is that it can call the Swim method on that object and that object will know which behavior take at run-time based on its type.
Once again, this helps your code stay DRY so that you would not have to write multiple methods that are calling the object to preform the same core function (ShowHowHumanSwims(human), ShowHowDuckSwims(duck), etc.)
Using an interface here allows the calling methods to not have to worry about what type is which or how the behavior is implemented. It just knows that given the interface, each object will have to have implemented the Swim method so it is safe to call it in its own code and allow the behavior of the Swim method be handled within its own class.
Summary:
So my main rule of thumb is use an abstract class when you want to implement a “default” functionality for a class hierarchy or/and the classes or types you are working with share a “is a” relationship (ex. poodle “is a” type of dog).
On the other hand use an interface when you do not have an “is a” relationship but have types that share “the ability” to do something or have something (ex. Duck “is not” a human. However, duck and human share “the ability” to swim).
Another difference to note between abstract classes and interfaces is that a class can implement one to many interfaces but a class can only inherit from ONE abstract class (or any class for that matter). Yes, you can nest classes and have an inheritance hierarchy (which many programs do and should have) but you cannot inherit two classes in one derived class definition (this rule applies to C#. In some other languages you are able to do this, usually only because of the lack of interfaces in these languages).
Also remember when using interfaces to adhere to the Interface Segregation Principle (ISP). ISP states that no client should be forced to depend on methods it does not use. For this reason interfaces should be focused on specific tasks and are usually very small (ex. IDisposable, IComparable ).
Another tip is if you are developing small, concise bits of functionality, use interfaces. If you are designing large functional units, use an abstract class.
Hope this clears things up for some people!
Also if you can think of any better examples or want to point something out, please do so in the comments below!
Interfaces should be small. Really small. If you're really breaking down your objects, then your interfaces will probably only contain a few very specific methods and properties.
Abstract classes are shortcuts. Are there things that all derivatives of PetBase share that you can code once and be done with? If yes, then it's time for an abstract class.
Abstract classes are also limiting. While they give you a great shortcut to producing child objects, any given object can only implement one abstract class. Many times, I find this a limitation of Abstract classes, and this is why I use lots of interfaces.
Abstract classes may contain several interfaces. Your PetBase abstract class may implement IPet (pets have owners) and IDigestion (pets eat, or at least they should). However, PetBase will probably not implement IMammal, since not all pets are mammals and not all mammals are pets. You may add a MammalPetBase that extends PetBase and add IMammal. FishBase could have PetBase and add IFish. IFish would have ISwim and IUnderwaterBreather as interfaces.
Yes, my example is extensively over-complicated for the simple example, but that's part of the great thing about how interfaces and abstract classes work together.
The case for Base Classes over Interfaces was explained well in the Submain .NET Coding Guidelines:
Base Classes vs. Interfaces
An interface type is a partial
description of a value, potentially
supported by many object types. Use
base classes instead of interfaces
whenever possible. From a versioning
perspective, classes are more flexible
than interfaces. With a class, you can
ship Version 1.0 and then in Version
2.0 add a new method to the class. As long as the method is not abstract,
any existing derived classes continue
to function unchanged.
Because interfaces do not support
implementation inheritance, the
pattern that applies to classes does
not apply to interfaces. Adding a
method to an interface is equivalent
to adding an abstract method to a base
class; any class that implements the
interface will break because the class
does not implement the new method.
Interfaces are appropriate in the
following situations:
Several unrelated classes want to support the protocol.
These classes already have established base classes (for
example,
some are user interface (UI) controls,
and some are XML Web services).
Aggregation is not appropriate or practicable. In all other
situations,
class inheritance is a better model.
One important difference is that you can only inherit one base class, but you can implement many interfaces. So you only want to use a base class if you are absolutely certain that you won't need to also inherit a different base class. Additionally, if you find your interface is getting large then you should start looking to break it up into a few logical pieces that define independent functionality, since there's no rule that your class can't implement them all (or that you can define a different interface that just inherits them all to group them).
When I first started learning about object-oriented programming, I made the easy and probably common mistake of using inheritance to share common behavior - even where that behavior was not essential to the nature of the object.
To further build on an example much used in this particular question, there are lots of things that are petable - girlfriends, cars, fuzzy blankets... - so I might have had a Petable class that provided this common behavior, and various classes inheriting from it.
However, being petable is not part of the nature of any of these objects. There are vastly more important concepts that are essential to their nature - the girlfriend is a person, the car is a land vehicle, the cat is a mammal...
Behaviors should be assigned first to interfaces (including the default interface of the class), and promoted to a base class only if they are (a) common to a large group of classes that are subsets of a larger class - in the same sense that "cat" and "person" are subsets of "mammal".
The catch is, after you understand object-oriented design sufficiently better than I did at first, you'll normally do this automatically without even thinking about it. So the bare truth of the statement "code to an interface, not an abstract class" becomes so obvious you have a hard time believing anyone would bother to say it - and start trying to read other meanings into it.
Another thing I'd add is that if a class is purely abstract - with no non-abstract, non-inherited members or methods exposed to child, parent, or client - then why is it a class? It could be replaced, in some cases by an interface and in other cases by Null.
Prefer interfaces over abstract classes
Rationale,
the main points to consider [two already mentioned here] are :
Interfaces are more flexible, because a class can implement multiple
interfaces. Since Java does not have multiple inheritance, using
abstract classes prevents your users from using any other class
hierarchy. In general, prefer interfaces when there are no default
implementations or state. Java collections offer good examples of
this (Map, Set, etc.).
Abstract classes have the advantage of allowing better forward
compatibility. Once clients use an interface, you cannot change it;
if they use an abstract class, you can still add behavior without
breaking existing code. If compatibility is a concern, consider using
abstract classes.
Even if you do have default implementations or internal state,
consider offering an interface and an abstract implementation of it.
This will assist clients, but still allow them greater freedom if
desired [1].
Of course, the subject has been discussed at length
elsewhere [2,3].
[1] It adds more code, of course, but if brevity is your primary concern, you probably should have avoided Java in the first place!
[2] Joshua Bloch, Effective Java, items 16-18.
[3] http://www.codeproject.com/KB/ar...
Previous comments about using abstract classes for common implementation is definitely on the mark. One benefit I haven't seen mentioned yet is that the use of interfaces makes it much easier to implement mock objects for the purpose of unit testing. Defining IPet and PetBase as Jason Cohen described enables you to mock different data conditions easily, without the overhead of a physical database (until you decide it's time to test the real thing).
Don't use a base class unless you know what it means, and that it applies in this case. If it applies, use it, otherwise, use interfaces. But note the answer about small interfaces.
Public Inheritance is overused in OOD and expresses a lot more than most developers realize or are willing to live up to. See the Liskov Substitutablity Principle
In short, if A "is a" B then A requires no more than B and delivers no less than B, for every method it exposes.
Another option to keep in mind is using the "has-a" relationship, aka "is implemented in terms of" or "composition." Sometimes this is a cleaner, more flexible way to structure things than using "is-a" inheritance.
It may not make as much sense logically to say that Dog and Cat both "have" a Pet, but it avoids common multiple inheritance pitfalls:
public class Pet
{
void Bathe();
void Train(Trick t);
}
public class Dog
{
private Pet pet;
public void Bathe() { pet.Bathe(); }
public void Train(Trick t) { pet.Train(t); }
}
public class Cat
{
private Pet pet;
public void Bathe() { pet.Bathe(); }
public void Train(Trick t) { pet.Train(t); }
}
Yes, this example shows that there is a lot of code duplication and lack of elegance involved in doing things this way. But one should also appreciate that this helps to keep Dog and Cat decoupled from the Pet class (in that Dog and Cat do not have access to the private members of Pet), and it leaves room for Dog and Cat to inherit from something else--possibly the Mammal class.
Composition is preferable when no private access is required and you don't need to refer to Dog and Cat using generic Pet references/pointers. Interfaces give you that generic reference capability and can help cut down on the verbosity of your code, but they can also obfuscate things when they are poorly organized. Inheritance is useful when you need private member access, and in using it you are committing yourself to highly coupling your Dog and Cat classes to your Pet class, which is a steep cost to pay.
Between inheritance, composition, and interfaces there is no one way that is always right, and it helps to consider how all three options can be used in harmony. Of the three, inheritance is typically the option that should be used the least often.
Conceptually, an interface is used to formally and semi-formally define a set of methods that an object will provide. Formally means a set of method names and signatures, and semi-formally means human readable documentation associated with those methods.
Interfaces are only descriptions of an API (after all, API stands for application programming interface), they can't contain any implementation, and it's not possible to use or run an interface. They only make explicit the contract of how you should interact with an object.
Classes provide an implementation, and they can declare that they implement zero, one or more Interfaces. If a class is intended to be inherited, the convention is to prefix the class name with "Base".
There is a distinction between a base class and an abstract base classes (ABC). ABCs mix interface and implementation together. Abstract outside of computer programming means "summary", that is "abstract == interface". An abstract base class can then describe both an interface, as well as an empty, partial or complete implementation that is intended to be inherited.
Opinions on when to use interfaces versus abstract base classes versus just classes is going to vary wildly based on both what you are developing, and which language you are developing in. Interfaces are often associated only with statically typed languages such as Java or C#, but dynamically typed languages can also have interfaces and abstract base classes. In Python for example, the distinction is made clear between a Class, which declares that it implements an interface, and an object, which is an instance of a class, and is said to provide that interface. It's possible in a dynamic language that two objects that are both instances of the same class, can declare that they provide completely different interfaces. In Python this is only possible for object attributes, while methods are shared state between all objects of a class. However, in Ruby, objects can have per-instance methods, so it's possible that the interface between two objects of the same class can vary as much as the programmer desires (however, Ruby doesn't have any explicit way of declaring Interfaces).
In dynamic languages the interface to an object is often implicitly assumed, either by introspecting an object and asking it what methods it provides (look before you leap) or preferably by simply attempting to use the desired interface on an object and catching exceptions if the object doesn't provide that interface (easier to ask forgiveness than permission). This can lead to "false positives" where two interfaces have the same method name, but are semantically different. However, the trade-off is that your code is more flexible since you don't need to over specify up-front to anticipate all possible uses of your code.
It depends on your requirements. If IPet is simple enough, I would prefer to implement that. Otherwise, if PetBase implements a ton of functionality you don't want to duplicate, then have at it.
The downside to implementing a base class is the requirement to override (or new) existing methods. This makes them virtual methods which means you have to be careful about how you use the object instance.
Lastly, the single inheritance of .NET kills me. A naive example: Say you're making a user control, so you inherit UserControl. But, now you're locked out of also inheriting PetBase. This forces you to reorganize, such as to make a PetBase class member, instead.
I usually don't implement either until I need one. I favor interfaces over abstract classes because that gives a little more flexibility. If there's common behavior in some of the inheriting classes I move that up and make an abstract base class. I don't see the need for both, since they essentially server the same purpose, and having both is a bad code smell (imho) that the solution has been over-engineered.
Regarding C#, in some senses interfaces and abstract classes can be interchangeable. However, the differences are: i) interfaces cannot implement code; ii) because of this, interfaces cannot call further up the stack to subclass; and iii) only can abstract class may be inherited on a class, whereas multiple interfaces may be implemented on a class.
By def, interface provides a layer to communicate with other code. All the public properties and methods of a class are by default implementing implicit interface. We can also define an interface as a role, when ever any class needs to play that role, it has to implement it giving it different forms of implementation depending on the class implementing it. Hence when you talk about interface, you are talking about polymorphism and when you are talking about base class, you are talking about inheritance. Two concepts of oops !!!
I've found that a pattern of Interface > Abstract > Concrete works in the following use-case:
1. You have a general interface (eg IPet)
2. You have a implementation that is less general (eg Mammal)
3. You have many concrete members (eg Cat, Dog, Ape)
The abstract class defines default shared attributes of the concrete classes, yet enforces the interface. For example:
public interface IPet{
public boolean hasHair();
public boolean walksUprights();
public boolean hasNipples();
}
Now, since all mammals have hair and nipples (AFAIK, I'm not a zoologist), we can roll this into the abstract base class
public abstract class Mammal() implements IPet{
#override
public walksUpright(){
throw new NotSupportedException("Walks Upright not implemented");
}
#override
public hasNipples(){return true}
#override
public hasHair(){return true}
And then the concrete classes merely define that they walk upright.
public class Ape extends Mammal(){
#override
public walksUpright(return true)
}
public class Catextends Mammal(){
#override
public walksUpright(return false)
}
This design is nice when there are lots of concrete classes, and you don't want to maintain boilerplate just to program to an interface. If new methods were added to the interface, it would break all of the resulting classes, so you are still getting the advantages of the interface approach.
In this case, the abstract could just as well be concrete; however, the abstract designation helps to emphasize that this pattern is being employed.
An inheritor of a base class should have an "is a" relationship. Interface represents An "implements a" relationship.
So only use a base class when your inheritors will maintain the is a relationship.
Use Interfaces to enforce a contract ACROSS families of unrelated classes. For example, you might have common access methods for classes that represent collections, but contain radically different data i.e. one class might represent a result set from a query, while the other might represent the images in a gallery. Also, you can implement multiple interfaces, thus allowing you to blend (and signify) the capabilities of the class.
Use Inheritance when the classes bear a common relationship and therefore have a similair structural and behavioural signature, i.e. Car, Motorbike, Truck and SUV are all types of road vehicle that might contain a number of wheels, a top speed

What is the need to introduce interfaces, when we already have its super-set abstract classes?

Abstract classes contains both types of methods - abstract (non-implemented) as well as concrete (implemented) methods. While interfaces contain only non-implemented methods. It means interfaces are subset of abstract classes. Then why the interfaces was introduced in C# (.Net)? According to me, there are two reasons for it:
To support multiple inheritance
To support inheritance for value types (structs) in C#.
Is there any other reason or some hidden concept which I am missing?
What you're missing is considering the relationship between the two classes.
Inheritance (which you use with abstract classes) is an is-a relationship. So if you were developing an application for a vet clinic you might create an Animal abstract class and then create Cat, Dog, Bird, and Fish from that, because Cat is-a Animal, Dog is-a Animal, etc.
Interface implementation defines a can-do relationship. Perhaps you want to be able to Print several things in your application (Invoice, Animal, CustomerProfile). You shouldn't use inheritance (i.e. abstract class) for that because Invoice is-a Print doesn't make any sense, however Invoice can-do Print, CustomerProfile can-do Print does make sense.
Interfaces are used to decouple components in an application; in order to avoid relationships that might impact a whole system, there must exist a partitioning in your application that separates it into abstract and concrete components.
Concrete components must point towards the abstract components, else changes in implementation may impact the whole architecture. The partitions may exist on different facets of the application but they must always respect this principle to ensure that the application doesn't become fragile.
Interface is a way to promise that no implementation exists in a contract, and that components referencing this contract won't be subject to a change in the implementation of this contract down the line. Abstract classes cannot make this guarantee because they allow implementation. Even if you decide to use pure abstract classes, some other developer may add some tiny implementation as a shortcut because it helps down the line. How could you tell?
Of course it would be possible to decide that a new keyword needs to be applied to the pure abstract class to let the compiler check that it is indeed a pure abstraction... and the interface concept is back!
That is the reason why the interface concept needs to exist in .Net and why abstract classes aren't enough by themselves
Edit to add: funnily enough i was watching the Interface Segregation Principle episode of the "Clean Code" series by Robert Martin, and he states in this episode that interfaces in languages such as java or C# are the result of unwillingness/laziness from the part of the designers to tackle the problem of multiple inheritance (and he illustrates with the Deadly Triangle of Death). I may have been trying to justify the interface because it exists rather than thinking about the reason for its existence, but I still think that the interface is a useful construct that guarantees the absence of code in behavioral definition.
The reasons you list are both valid (interfaces aren't truly multiple inheritance, but it's true that classes can implement multiple interfaces). These are the primary advantages from a pure functionality perspective, and they are very important ones.
Additionally, though, interfaces are often seen as "cleaner" than abstract classes and thus have several design advantages. With an interface, all members can be overridden, guaranteeing ultimate flexibility to a consumer who wants to provide their own implementation. With abstract classes, the mix of sealed, abstract, and virtual methods can make it difficult to grok as a consumer. Not only do you have to understand the API of each method, but also you need to understand how the default implementations interact. For example, let's say you wanted to implement a custom collection class which prints each element as it is added. Imagine there's a base class with 2 methods:
virtual void Add(T item);
virtual void AddRange(IEnumerable<T> items);
We start by overriding Add() to be:
override void Add(T item) { Console.WriteLine(item); base.Add(item); }
However, what do we do about AddRange()? If we know that the default implementation of AddRange() calls Add() under the hood, then we don't have to override it at all. On the other hand, if the default implementation does something different (maybe calls some method AddInternal() which is also called by Add()), then we have to override AddRange() to explicitly call Add().
Forcing yourself to use interfaces instead of abstract classes can thus make for cleaner, more flexible APIs. With abstract classes, each sealed method is a potential loss of flexibility (and could often be replaced by an extension method on an interface), and each virtual method can make things more complex for consumers.
The main difference is semantic: an interface declares contract of behavior ("what it can do?"), while a class (including abstract one) declares particular implementation ("how it is done?").
Having this, "pure abstract class", as class without implementation, indeed can act as interface (if we imagine that CLR supports multiple inheritance).
But "can act" doesn't mean "supposed to". object[] can act as List<int>, or we can use delegate instead event, or we can use switch by type instead generics etc - but in C#, in CLR it will be just wrong. But still possible.
So answering your question - you shouldn't think about formal differences, you should think about semantic. And in C# interfaces are used to declare "what it can do".
You even might see completely empty interfaces - just because someone wanted to "mark" anything which implements such empty interface as satisfying someone needs - and that's purely semantic and fully "legal" usage of interface.

What's the point of using an abstract class? [duplicate]

This question already has answers here:
When to use abstract classes?
(6 answers)
Interface vs Abstract Class (general OO)
(36 answers)
Closed 9 years ago.
I know it's a noob question, but I must ask it nonetheless: what is the purpose of using an abstract class?
Let's say I want to extract data from 10 different gambling websites. So I create an abstract class with abstract methods and I override those methods in each of my 10 classes (1 for each website - since each website has a different DOM).
The method in the abstract class does nothing really. Why can't I just declare a method with the same name to each one of my 10 classes?
Same question for Interface.
It's vital for a concept in OOP (and other programming paradigms as well) called polymorphism. In your example, it allows you to say something all those objects have in common, and while the implementation is specific to each class, it says all of them should have it, that's something that characterizes them.
Polymorphism allows one to generalize anything in common, and often may avoid boilerplate code by giving a higher level of abstraction.
Quoting from Wikipedia:
In programming languages and type theory, polymorphism (from Greek πολύς, polys, "many, much" and μορφή, morphē, "form, shape") is the provision of a single interface to entities of different types. A polymorphic type is a type whose operations can also be applied to values of some other type, or types. There are several fundamentally different kinds of polymorphism:
If a function denotes different and potentially heterogeneous implementations depending on a limited range of individually specified types and combinations, it is called ad hoc polymorphism. Ad hoc polymorphism is supported in many languages using function overloading.
If the code is written without mention of any specific type and thus can be used transparently with any number of new types, it is called parametric polymorphism. In the object-oriented programming community, this is often known as generics or generic programming. In the functional programming community, this is often simply called polymorphism.
Subtyping (or inclusion polymorphism) is a concept wherein a name may denote instances of many different classes as long as they are related by some common superclass. In object-oriented programming, this is often referred to simply as polymorphism.
Your example does not fit the real purpose of abstract classes. Try to read some like this:
http://docs.oracle.com/javase/tutorial/java/IandI/abstract.html
It gives your program structure. You can maybe have an abstract base class called BaseScraper and then have derived classes for each site you want to scrape from each with a method called scrape(). You could then add an instance of each scraper to an array and iterate through this array calling Scrape() on each instance to gather data. If you wanted to add another site you would just need to create another derived class that implements the Scrape() method and add it to your array of scrapers. You would not need to change any of your other code, the new scraper would then be incorporated automatically.
There are several reasons for the different approaches. Consider the following:
public abstract class MyAbstractBaseClass
{
String m_url;
public MyAbstractClass(String url)
{
m_url = url;
}
public abstract String GetSiteData();
}
public class SiteAGetter : MyAbstractBaseClass
{
// ...
public override String GetSiteData()
{
// ...
}
}
With this abstract method, you are forced by the compiler to really implement the GetSiteData() method in every overriding implementation. You could, of course, just implement the GetSiteData in the base class as
public virtual String GetSiteData()
{
return null;
}
But now you don't need to implement the method in derived classes and you would need to make sure at every place where you call the method that the return value is non-null before you use it. So basically it is a help to yourself to prevent any obvious errors (you do not want anyone to write a derived class which does not implement that method). Also, an abstract class cannot directly be instantiated, so no one will make the mistake of creating an instance of the base class, because the compiler prevents it.
Interfaces serve a slightly different purpose: They can be implemented by different, unrelated classes. So if for some reason you cannot create a common base, but you want several classes to expose the same interface (= to offer the same functionality) but they are not related, use an interface. Interfaces are also used for other reasons, such as Mocking in unit test environments. There's even more to this, I suggest you read some good book about it and then ask more specific questions.

Is it better to code to SuperType or Interface?

What is considered general best practice:
Reference via the super type?
public class BirdFeeder{
public Feed(Bird bird){...}
}
Or via a Interface
public class BirdFeeder{
public Feed(IBird iBird){...}
}
Personally I prefer interfaces but I'm not quite sure why, to me they just feel 'cleaner'. I would like a better understanding of why I would choose one over another.
Thanks
You are correct about the interfaces, they offer you more flexibility in designing your inheritance hierarchy.
Suppose that you have a hierarchy that starts with a base class Bird, and continues down to various species of birds. Now suppose that you would like to add a mechanical bird to the hierarchy of birds, but you would rather derive it from the Robot base class. If your feeder takes Bird arguments, your mechanical bird would need a special feeder. If the feeder take an IBird, however, there would be no problem sending a RoboBird to it, as long as it implements the IBird interface correctly.
If by "super type", and your comparison to interfaces, I'm guessing you want to focus on base abstract classes. (though you can use non-abstract base classes, but generally even an abstract class with no abstract members tends to communicate to the developer that it's intended to be implemented/inherited and doesn't stand on its own as a type)
There is no overall "best practice" when it comes to base/abstract classes vs interfaces. They both have their places in design practices. Really, the best practice comes about from the design you're implementing.
Probably the biggest difference when it comes to you design considerations is that base/abstract classes can only be inherited whereas interfaces can be implemented on any sort of class.
(EDIT: pilotcam came up with a far better example, see his comment to the question)
From your bird example, say for example you wanted to handle different birds like Parrots, Albatross, and Penguin and they all inherit from Bird. But then your application also handles Dinosaur types. You get to implementing Archaeopteryx. Does it inherit from Dinosaur or from Bird? Now if instead Bird was an interface, you could simply have class Archaeopteryx : Dinsoaur, IBird. This example is a bit contrived (there's a better one I'm sure), but hopefully it's good enough.
Of course, base/abstract classes are nice too. For example, by combining access modifiers, you could take advantage of perhaps implementing an internal method to which your API accesses implementations but outside consumers of the class cannot.
There really are a slew of reasons to use one over the other, and neither one is really "better" to code against. It really depends on your application design, and arguably the metaphor you're coding against; what those objects are representing. Is your object actually a bird, or does it only behave like a bird? Does your API care? What will be better to maintain for your work?
Here's some more reading:
Interface vs Abstract Class (general OO) (take note of all the "linked" similar questions to this one)
Use an abstract class for when you want to implement a set of behaviours in descendant components.
An interface when you want to implement a set of behaviours over a number of classes that have no useful common ancestor.
There are a lot of situations, when you could use either. In general I've found that I can rework a design that uses interfaces, get the new stuff and not get locked into a set of horrible compromises. I'd rather define an interface and then have an abstract class implement it for it's descendants than have no interface. It's a trivial amount of extra work at the start that can huge benefits later.

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