C# Interfaces with optional methods - c#

I understand that interfaces are contracts and any changes (even additions) break any dependent code. However, I could have sworn I read something a while back that one of the recent .NET versions (3, 3.5??) added a new attribute that could be applied to new interface members. This attribute allowed versioning and/or making members optional. It would have been something like:
interface ITest
{
void MethodOne();
[InterfaceVersion(2)]
void MethodTwo();
}
I have looked high and low for this but just can't seem to find it. I am wondering whether I simply misunderstood whatever I think I read and there is no such thing. Does someone have any insight?

You should create two interfaces:
interface ITest
{
void MethodOne();
}
interface ITest2 : ITest
{
void MethodTwo();
}
This would also make it clear which functionality requires which version of your interfaces, so that you don't have to check whether the class implementing the interface is implementing just one, or both, methods.

If your project fully supports C# 8.0 you can use "default interface implementations", which makes the method optional to implement and fall back on the default implementation if you choose not to implement it.
interface ITest
{
void MethodOne();
public void MethodTwo()
{
//Empty default implementation
}
}
The following SDKs support default interface implementations:
.NET 5 and up
.NET Core 3.0 and up
.NET Standard 2.1 and up
Xamarin.iOS 13.0 and up
Xamarin.Android 10.0 and up
Xamarin.Mac 6.0 and up
Mono 6.0.0 and up
Unity 2021.2 and up
This includes support for WinUI3, WPF, WinForms etc. if you run them on .NET 5 or up.
There are no plans to support default interface implementations in .NET Framework 4.8.x and earlier

I've not seen such an attribute, but I guess it's possible. This article on MSDN describes versioning through the use of the overrides and new keywords.
In short, C# is equipped with language features that allow derived classes to evolve and still maintain compatibility. This example shows a purely base-to-derived relationship, but the base would actually implement the interface you need to version. Having one interface require another (previous version) interface coupled with this method is quite useful as well.
Example of creating an interface that requires another:
public interface IMyInterface
{
void FirstMethod();
}
public interface IMySecondInterface : IMyInterface
{
void SecondMethod();
}
Example of using inheritance to maintain compatibility:
public class MyBase
{
public virtual string Meth1()
{
return "MyBase-Meth1";
}
public virtual string Meth2()
{
return "MyBase-Meth2";
}
public virtual string Meth3()
{
return "MyBase-Meth3";
}
}
class MyDerived : MyBase
{
// Overrides the virtual method Meth1 using the override keyword:
public override string Meth1()
{
return "MyDerived-Meth1";
}
// Explicitly hide the virtual method Meth2 using the new
// keyword:
public new string Meth2()
{
return "MyDerived-Meth2";
}
// Because no keyword is specified in the following declaration
// a warning will be issued to alert the programmer that
// the method hides the inherited member MyBase.Meth3():
public string Meth3()
{
return "MyDerived-Meth3";
}
public static void Main()
{
MyDerived mD = new MyDerived();
MyBase mB = (MyBase) mD;
System.Console.WriteLine(mB.Meth1());
System.Console.WriteLine(mB.Meth2());
System.Console.WriteLine(mB.Meth3());
}
}

Are you perhaps thinking of the new "no pia" feature in C# 4? That is, we allow you to "link in" only the portions of an interface you actually use from a PIA, and then you can skip shipping the PIA to your customers. If you then do this several times in several different assemblies, the CLR does the work of figuring out that all those linked-in partial interfaces are logically the same type, and unifies them. That way you can pass objects that implement each flavour of the interface from one assembly to another and it all just works. However, the original interfaces that the "no pia" interfaces are created from has to be the same.

I know of no such attribute that allows an interface implementation to be partially implemented. You could work around this using an abstract class, however:
public abstract class Test
{
public abstract void MethodOne();
public virtual void MethodTwo() { }
}
This would allow the user to decide whether or not they want to override MethodTwo when inheriting from Test, while forcing the overriding of MethodOne.

There's no such attribute in the .NET framework.

I recently was in the situation where the dictated lack of multiple inheritance forbid me to transform an existing interface into an abstract class, and found myself with an extending solution:
interface IFoo {
int RowCount();
}
static class _FooExtensions {
public static bool HasAnyRows (this IFoo foo) {
return foo.RowCount() > 0;
}
}
That way you can provide a default version in case your abstract method can be defined in terms of the other functions.

You might have read something like
interface ITest
{
void MethodOne();
[InterfaceVersion(2)]
void MethodTwo();
}
[AttributeUsage(AttributeTargets.All)]
public class InterfaceVersion : System.Attribute
{
public readonly int N;
public InterfaceVersion(int n)
{
this.N = n;
}
}
But I don't think that could make implementation of MethodTwo optional.
EDIT:
I just found out by running the code that it really doesn't make implementation of MethodTwo optional.

Related

Is this the correct way to use a inheritence?

I'm sorry if these types of questions aren't allowed.
I have a simple base for something similar to plugins.
Here's my example
class Plugin{
private bool _Enabled;
public bool Enabled{
get{
return _Enabled;
}
set{
_Enabled = value;
if(value)
MyExecutionHandler += Run;
}
}
public virtual void Run(object source, System.EventArgs args)
{
if(!Enabled)
return;
}
}
Now currently I'm doing something like this:
class CustomPlugin : Plugin{
public override void Run(object source, System.EventArgs args)
{
base.Run(source, args);
}
}
First of all is the logic behind this correct?
Secondly can I force them to implement the Run function from the partial class or do I need to create an interface for that?
You can define an abstract class with "default" behavior by declaring a method as virtual and overriding it in derived classes.
A derived class is not forced to override a virtual method in an abstract base class. If the method is not overridden, the behavior defined in the abstract class is used. Overriding the method can be used to replace the behavior entirely, or implement additional functionality (on top of calling base.MethodName()).
Unless I've misunderstood your question, this pattern should work for your scenario.
dotnetfiddle link: https://dotnetfiddle.net/7JQQ6I
Abstract base class:
public abstract class Plugin
{
public virtual string Output()
{
return "Default";
}
}
A derived class that uses the default implementation, and one that overrides it:
public class BoringPlugin : Plugin
{
public override string Output()
{
return base.Output();
}
}
public class ExcitingPlugin : Plugin
{
public override string Output()
{
return "No boring defaults here!";
}
}
Test result:
public static void Main()
{
var boring = new BoringPlugin();
Console.WriteLine(boring.Output());
var exciting = new ExcitingPlugin();
Console.WriteLine(exciting.Output());
}
Default
No boring defaults here!
This is not the correct way to use the partial keyword. The partial keyword merely allows you to spread the definition of a class into multiple source files. It isn't something you use to describe the architecture of your program. You would use it to split the definition into multiple files, something like this:
Plugin1.cs
partial class Plugin{
private bool _Enabled;
public bool Enabled{
get{
return _Enabled;
}
set{
_Enabled = value;
if(value)
MyExecutionHandler += Run;
}
}
}
Plugin2.cs
partial class Plugin {
public virtual void Run(object source, System.EventArgs args)
{
if(!Enabled)
return;
}
}
But this isn't helpful to you, and you should forget about the partial keyword (for now). You seem to be struggling with concepts related to object-oriented programming. The partial keyword has nothing to do with that, so don't worry about it.
If you want classes which inherit from Plugin to be 'forced' to implement the Run method, you should use an abstract method. HOWEVER, as you will read in that link, if you use an abstract method, you will not be able to define the 'default' behavior which you are currently defining in the body of the run method.
If you want classes which inherit from Plugin to be forced to define ADDITIONAL behavior, you can't really do that easily just using concepts like abstract classes / methods / interfaces. You will find it easier to compromise, and allow classes which inherit from plugin to 'just' have the default behavior of the Run method as described in your Plugin base class.
You will probably find this compromise acceptable. I think you will find that forcing classes which inherit from Plugin to do additional things in the Run method doesn't buy you anything. The behavior in the base Run method should still be considered a 'correct', if minimal / useless 'Run' of any type of derived Plugin.
I can't speak to the logic of your program, it isn't clear what you intend for these Plugins to do, but hopefully this will help you figure out exactly what you want to do, and how to do it.

Letting only the abstract class know about its inheritors

I am making a payment system for my site. Users can select one of several payment providers to pay, but all should behave in the same way. I thought to represent this behavior like this:
public abstract class PaymentProvider {
private static var methods = Dictionary<String,PaymentProvider>
{
{"paypal",new PaymentProviderPaypal()},
{"worldpay",new PaymentProviderWorldpay()}
}
public static Dictionary<String,PaymentProvider> AllPaymentProviders
{
get {return methods;}
}
public abstract pay();
}
public class PaymentProviderPaypal : PaymentProvider {
public override pay() {
}
}
public class PaymentProviderWorldpay : PaymentProvider {
public override pay() {
}
}
You are supposed to use this by writing PaymentProvider.AllPaymentProviders["key"].pay(). The idea is that the functions using this class don't need to know about how the underlying payment provider is implemented, they just need to know the key.
However, at the moment, if you have access to the PaymentProvider class, you also have access to the inheriting classes. Its possible to instantiate a new copy of the inheriting classes, and make use of them in an unexpected way. I want to encapsulate the inheriting classes so that only the abstract PaymentProvider knows about them.
How should I do this? Different protection levels like protected don't work here - In Java, protected means that only other classes in the namespace can use that class, but in C# it means something else.
Do I have the right idea here? Or should I use a different method?
A couple of options spring to mind:
Put this in a separate assembly from the client code, and make the implementations abstract
Put the implementations inside the PaymentProvider class as private nested classes. You can still separate the source code by making PaymentProvider a partial class - use one source file per implementation
The first option is likely to be the cleanest if you don't mind separating the clients from the implementation in terms of assemblies.
Note that both of these are still valid options after the change proposed by Jamiec's answer - the "visibility" part is somewhat orthogonal to the inheritance part.
(As an aside, I hope the method is really called Pay() rather than pay() :)
Your inheritance heirachy is a bit wonky, I would be tempted to do it a similar but crucially different way.
public interface IPaymentProvider
{
void Pay()
}
// Implementations of IPaymentProvider for PaypalPaymentProvider & WorldpayPaymentProvider
public static class PaymentHelper
{
private static var providers = Dictionary<String,IPaymentProvider>
{
{"paypal",new PaymentProviderPaypal()},
{"worldpay",new PaymentProviderWorldpay()}
}
public static void Pay(string provider)
{
if(!providers.Containskey(provider))
throw new InvalidOperationException("Invalid provider: " + provider);
providers[provider].Pay();
}
}
Then the usage would be something like PaymentHelper.Pay("paypal").
Obviously if there is more data to provide to the Pay method this can be added to both the interface, and the helper. for example:
public interface IPaymentProvider
{
void Pay(double amount);
}
public static void Pay(string provider, double amount)
{
if(!providers.Containskey(provider))
throw new InvalidOperationException("Invalid provider: " + provider);
providers[provider].Pay(amount);
}

How to make 2 incompatible types, but with the same members, interchangeable?

Yesterday 2 of the guys on our team came to me with an uncommon problem. We are using a third-party component in one of our winforms applications. All the code has already been written against it. They then wanted to incorporate another third-party component, by the same vender, into our application. To their delight they found that the second component had the exact same public members as the first. But to their dismay, the 2 components have completely separate inheritance hierarchies, and implement no common interfaces. Makes you wonder... Well, makes me wonder.
An example of the problem:
Incompatible Types http://www.freeimagehosting.net/uploads/f9f6b862f1.png
public class ThirdPartyClass1
{
public string Name
{
get
{
return "ThirdPartyClass1";
}
}
public void DoThirdPartyStuff ()
{
Console.WriteLine ("ThirdPartyClass1 is doing its thing.");
}
}
public class ThirdPartyClass2
{
public string Name
{
get
{
return "ThirdPartyClass2";
}
}
public void DoThirdPartyStuff ()
{
Console.WriteLine ("ThirdPartyClass2 is doing its thing.");
}
}
Gladly they felt copying and pasting the code they wrote for the first component was not the correct answer. So they were thinking of assigning the component instant into an object reference and then modifying the code to do conditional casts after checking what type it was. But that is arguably even uglier than the copy and paste approach.
So they then asked me if I can write some reflection code to access the properties and call the methods off the two different object types since we know what they are, and they are exactly the same. But my first thought was that there goes the elegance. I figure there has to be a better, graceful solution to this problem.
My first question was, are the 2 third-party component classes sealed? They were not. At least we have that.
So, since they are not sealed, the problem is solvable in the following way:
Extract a common interface out of the coinciding members of the 2 third-party classes. I called it Icommon.
public interface ICommon
{
string Name
{
get;
}
void DoThirdPartyStuff ();
}
Then create 2 new classes; DerivedClass1 and DerivedClass2 that inherit from ThirdPartyClass1 and ThirdPartyClass2 respectively. These 2 new classes both implement the ICommon interface, but are otherwise completely empty.
public class DerivedClass1
: ThirdPartyClass1, ICommon
{
}
public class DerivedClass2
: ThirdPartyClass2, ICommon
{
}
Now, even though the derived classes are empty, the interface is satisfied by the base classes, which is where we extracted the interface from in the first place.
The resulting class diagram looks like this.
alt text http://www.freeimagehosting.net/uploads/988cadf318.png
So now, instead of what we previously had:
ThirdPartyClass1 c1 = new ThirdPartyClass1 ();
c1. DoThirdPartyStuff ();
We can now do:
ICommon common = new DerivedClass1 ();
common. DoThirdPartyStuff ();
And the same can be done with DerivedClass2.
The result is that all our existing code that referenced an instance of ThirdPartyClass1 can be left as is, by just swapping out the ThirdPartyClass1 reference for a ICommon reference. The ICommon reference could then be given an instance of DerivedClass1 or DerivedClass2, which of course in turn inherits from ThirdPartyClass1 and ThirdPartyClass2 respectively. And all just works.
I do not know if there is a specific name for this, but to me it looks like a variant of the adaptor pattern.
Perhaps we could have solve the problem with the dynamic types in C# 4.0, but that would have not had the benefit of compile-time checking.
I would be very interested to know if anybody else has another elegant way of solving this problem.
If you're using .Net 4 you can avoid having to do alot of this as the dynamic type can help with what you want. However if using .Net 2+ there is another (different way) of achieving this:
You can use a duck typing library like the one from Deft Flux to treat your third party classes as if they implemented an interface.
For example:
public interface ICommonInterface
{
string Name { get; }
void DoThirdPartyStuff();
}
//...in your code:
ThirdPartyClass1 classWeWishHadInterface = new ThirdPartyClass1()
ICommonInterface classWrappedAsInterface = DuckTyping.Cast<ICommonInterface>(classWeWishHadInterface);
classWrappedAsInterface.DoThirdPartyStuff();
This avoids having to build derived wrapper classes manually for all those classes - and will work as long as the class has the same members as the interface
What about some wrappers?
public class ThirdPartyClass1 {
public string Name {
get {
return "ThirdPartyClass1";
}
}
public void DoThirdPartyStuff() {
Console.WriteLine("ThirdPartyClass1 is doing its thing.");
}
}
public interface IThirdPartyClassWrapper {
public string Name { get; }
public void DoThirdPartyStuff();
}
public class ThirdPartyClassWrapper1 : IThirdPartyClassWrapper {
ThirdPartyClass1 _thirdParty;
public string Name {
get { return _thirdParty.Name; }
}
public void DoThirdPartyStuff() {
_thirdParty.DoThirdPartyStuff();
}
}
...and the same for ThirdPartyClass2, then you use the wrapper interface in all your methods.
Add an interface. You could add one wrapper (that implements the interface) for each of the 3rd parties.
Anyway, if you have the code of those 3rd parties, you could skip the wrapper thing and directly implement the interface. I'm quite sure you don't have the source, though.

C# How to generate an object implementing different interfaces dynamically at runtime?

I'm looking at how to solve a problem and I'm not even sure this might be possible at all in C# & .NET 3.5:
Say I have a limited number of interfaces, each describing a specific, non-related set of methods. Now I have a number real-world devices which each may implement just a subset of these interfaces.
During set-up of comms with these devices they will tell me which capabilities they have. I would now like to create an object implementing the interfaces (each resembling one capability of the device) so that higher up in my application architecture I'm able to:
write code against the aforementioned interfaces
test if that generated object implements a certain interface to see if certain actions are supported
I'm not sure at all which approach to use towards this problem. Any comments or approaches most welcome!
Use a mocking framework such as Moq, RhinoMocks or TypeMock Isolator
If you're looking to do something lower level, things like Castle DynamicProxy might be a good direction for you.
Try something like LinFu.DynamicObject.
Maybe you don't need to make this so "dynamic".
Have you checked the Abstract Factory pattern? It seems that basically what you need is to create a concrete implementation for each of your interfaces based on a device type.
You don't need to have a single class implementing lots of interfaces, it is enough to have appropriate implementation of the specific interface when your code requests it.
Each concrete implementation of your abstract factory can generate several interface implementations based on your device type.
Example:
public interface IDeviceFactory
{
ISomething GetSomeInterface();
ISomethingElse GetSomeOtherInterface();
}
and then you implement the specific factory for each device:
public class SimpleDeviceFactory : IDeviceFactory
{
public virtual ISomething GetSomeInterface()
{ return Something.Empty; }
public virtual ISomethingElse GetSomeOtherInterface()
{ return new SomeSimpleConreteImplementation(); }
}
or maybe:
public class ComplexDeviceFactory : IDeviceFactory
{
public virtual ISomething GetSomeInterface()
{ return new ComplexStuff(); }
public virtual ISomethingElse GetSomeOtherInterface()
{ return new EvenMoreComplexStuff(); }
}
And then, finally, you create the right factory for your device:
public class DeviceFactory
{
public static IDeviceFactory CreateForDevice(IDevice device)
{
DeviceType type = device.Type; // or something like this
switch (type)
{
case DeviceType.Simple:
return new SimpleDeviceFactory();
case DeviceType.Complex:
return new ComplexDeviceFactory();
default:
throw new NotImplementedException();
}
}
}
Note that I have also marked IDeviceFactory method implementations as virtual, so that you can easily reuse or override specific interfaces for a specific device.
It is possible, just not easy. You need to make a string which is basically a source file and then create and use a CSharpCodeProvider, which you then order to compile your code. If it works, you can manually access your created objects through reflection.
For the interested, i did it a while back, the details are a bit foggy.
.NET 4 might make it easier, you could use one of the already mentioned framework or go the System.Reflection route. You'll find plenty of samples on the internet.
I've done both in the past. Rolling my own il.Emit stuff and using a framework (Spring.NET in my case). For anything but the trivial stuff, use one of the frameworks.
You can also try with the Re-mix project. One of the main features of this project is create mixins, that lets you add interfaces with implementations and state to other classes. Take a look this example:
using Remotion.Mixins;
using Remotion.TypePipe;
//...
public interface ITargetInterface
{
void DoSomething();
}
// . . .
public class TargetImplementation : ITargetInterface
{
public void DoSomething()
{
Console.WriteLine("ITargetInterface.DoSomething()");
}
}
// . . .
public interface IMixinInterfaceA
{
void MethodA();
}
// . . .
public class MixinImplementationA : IMixinInterfaceA
{
public void MethodA()
{
Console.WriteLine("IMixinInterfaceA.MethodA()");
}
}
// . . .
public interface IMixinInterfaceB
{
void MethodB(int parameter);
}
// . . .
public class MixinImplementationB : IMixinInterfaceB
{
public void MethodB(int parameter)
{
Console.WriteLine("IMixinInterfaceB.MethodB({0})", parameter);
}
}
Then you can merge those types to create a mixin:
var config = MixinConfiguration.BuildFromActive()
.ForClass<TargetImplementation>()
.AddMixin<MixinImplementationA>()
.AddMixin<MixinImplementationB>()
.BuildConfiguration();
MixinConfiguration.SetActiveConfiguration(config);
Unfortunately, you cannot simply call new on the TargetImplementation and expect a mixin. Instead, you have to ask Re-mix to create a TargetImplementation instance so that it can build a new type to your specification and instantiate it. When it is asked for an instance of TargetImplementation, it will return a mixin containing all of the interfaces and classes combined.
ITargetInterface target = ObjectFactory.Create<TargetImplementation>(ParamList.Empty);
target.DoSomething();
var targetAsMixinA = target as IMixinInterfaceA;
if (targetAsMixinA != null)
{
targetAsMixinA.MethodA();
}
var targetAsMixinB = target as IMixinInterfaceB;
if (targetAsMixinB != null)
{
targetAsMixinB.MethodB(30);
}

Using Interface variables

I'm still trying to get a better understanding of Interfaces. I know about what they are and how to implement them in classes.
What I don't understand is when you create a variable that is of one of your Interface types:
IMyInterface somevariable;
Why would you do this? I don't understand how IMyInterface can be used like a class...for example to call methods, so:
somevariable.CallSomeMethod();
Why would you use an IMyInterface variable to do this?
You are not creating an instance of the interface - you are creating an instance of something that implements the interface.
The point of the interface is that it guarantees that what ever implements it will provide the methods declared within it.
So now, using your example, you could have:
MyNiftyClass : IMyInterface
{
public void CallSomeMethod()
{
//Do something nifty
}
}
MyOddClass : IMyInterface
{
public void CallSomeMethod()
{
//Do something odd
}
}
And now you have:
IMyInterface nifty = new MyNiftyClass()
IMyInterface odd = new MyOddClass()
Calling the CallSomeMethod method will now do either something nifty or something odd, and this becomes particulary useful when you are passing in using IMyInterface as the type.
public void ThisMethodShowsHowItWorks(IMyInterface someObject)
{
someObject.CallSomeMethod();
}
Now, depending on whether you call the above method with a nifty or an odd class, you get different behaviour.
public void AnotherClass()
{
IMyInterface nifty = new MyNiftyClass()
IMyInterface odd = new MyOddClass()
// Pass in the nifty class to do something nifty
this.ThisMethodShowsHowItWorks(nifty);
// Pass in the odd class to do something odd
this.ThisMethodShowsHowItWorks(odd);
}
EDIT
This addresses what I think your intended question is - Why would you declare a variable to be of an interface type?
That is, why use:
IMyInterface foo = new MyConcreteClass();
in preference to:
MyConcreteClass foo = new MyConcreteClass();
Hopefully it is clear why you would use the interface when declaring a method signature, but that leaves the question about locally scoped variables:
public void AMethod()
{
// Why use this?
IMyInterface foo = new MyConcreteClass();
// Why not use this?
MyConcreteClass bar = new MyConcreteClass();
}
Usually there is no technical reason why the interface is preferred. I usually use the interface because:
I typically inject dependencies so the polymorphism is needed
Using the interface clearly states my intent to only use members of the interface
The one place where you would technically need the interface is where you are utilising the polymorphism, such as creating your variable using a factory or (as I say above) using dependency injection.
Borrowing an example from itowlson, using concrete declaration you could not do this:
public void AMethod(string input)
{
IMyInterface foo;
if (input == "nifty")
{
foo = new MyNiftyClass();
}
else
{
foo = new MyOddClass();
}
foo.CallSomeMethod();
}
Because this:
public void ReadItemsList(List<string> items);
public void ReadItemsArray(string[] items);
can become this:
public void ReadItems(IEnumerable<string> items);
Edit
Think of it like this:
You have to be able to do this.
rather than:
You have to be this.
Essentially this is a contract between the method and it's callers.
Using interface variables is the ONLY way to allow handler methods to be written which can accept data from objects that have different base classes.
This is about as clear as anyone is going to get.
An interface is used so you do not need to worry about what class implements the interface. An example of this being useful is when you have a factory method that returns a concrete implementation that may be different depending on the environment you are running in. It also allows an API designer to define the API while allowing 3rd parties to implement the API in any way they see fit. Sun does this with it's cryptographic API's for Java.
public interface Foo {
}
public class FooFactory {
public static Foo getInstance() {
if(os == 'Windows') return new WinFoo();
else if(os == 'OS X') return new MacFoo();
else return new GenricFoo();
}
}
Your code that uses the factory only needs to know about Foo, not any of the specific implementations.
I was in same position and took me few days to figure out why do we have to use interface variable.
IDepartments rep = new DepartmentsImpl();
why not
DepartmentsImpl rep = new DepartmentsImpl();
Imagine If a class implements two interfaces that contain a member with the same signature, then implementing that member on the class will cause both interfaces to use that member as their implementation.
class Test
{
static void Main()
{
SampleClass sc = new SampleClass();
IControl ctrl = (IControl)sc;
ISurface srfc = (ISurface)sc;
// The following lines all call the same method.
sc.Paint();
ctrl.Paint();
srfc.Paint();
}
}
interface IControl
{
void Paint();
}
interface ISurface
{
void Paint();
}
class SampleClass : IControl, ISurface
{
// Both ISurface.Paint and IControl.Paint call this method.
public void Paint()
{
Console.WriteLine("Paint method in SampleClass");
}
}
// Output:
// Paint method in SampleClass
// Paint method in SampleClass
// Paint method in SampleClass
If the two interface members do not perform the same function, however, this can lead to an incorrect implementation of one or both of the interfaces.
public class SampleClass : IControl, ISurface
{
void IControl.Paint()
{
System.Console.WriteLine("IControl.Paint");
}
void ISurface.Paint()
{
System.Console.WriteLine("ISurface.Paint");
}
}
The class member IControl.Paint is only available through the IControl interface, and ISurface.Paint is only available through ISurface. Both method implementations are separate, and neither is available directly on the class. For example:
IControl c = new SampleClass();
ISurface s = new SampleClass();
s.Paint();
Please do correct me if i am wrong as i am still learning this Interface concept.
Lets say you have class Boat, Car, Truck, Plane.
These all share a common method TakeMeThere(string destination)
You would have an interface:
public interface ITransportation
{
public void TakeMeThere(string destination);
}
then your class:
public class Boat : ITransportation
{
public void TakeMeThere(string destination) // From ITransportation
{
Console.WriteLine("Going to " + destination);
}
}
What you're saying here, is that my class Boat will do everything ITransportation has told me too.
And then when you want to make software for a transport company. You could have a method
Void ProvideServiceForClient(ITransportation transportationMethod, string whereTheyWantToGo)
{
transportationMethod.TakeMeThere(whereTheyWantToGo); // Cause ITransportation has this method
}
So it doesn't matter which type of transportation they want, because we know it can TakeMeThere
This is not specific to C#,so i recommend to move to some othere flag.
for your question,
the main reason why we opt for interface is to provide a protocol between two components(can be a dll,jar or any othere component).
Please refer below
public class TestClass
{
static void Main()
{
IMyInterface ob1, obj2;
ob1 = getIMyInterfaceObj();
obj2 = getIMyInterfaceObj();
Console.WriteLine(ob1.CallSomeMethod());
Console.WriteLine(obj2.CallSomeMethod());
Console.ReadLine();
}
private static bool isfirstTime = true;
private static IMyInterface getIMyInterfaceObj()
{
if (isfirstTime)
{
isfirstTime = false;
return new ImplementingClass1();
}
else
{
return new ImplementingClass2();
}
}
}
public class ImplementingClass1 : IMyInterface
{
public ImplementingClass1()
{
}
#region IMyInterface Members
public bool CallSomeMethod()
{
return true;
}
#endregion
}
public class ImplementingClass2 : IMyInterface
{
public ImplementingClass2()
{
}
#region IMyInterface Members
public bool CallSomeMethod()
{
return false;
}
#endregion
}
public interface IMyInterface
{
bool CallSomeMethod();
}
Here the main method does not know about the classes still it is able to get different behaviour using the interface.
The purpose of the Interface is to define a contract between several objects, independent of specific implementation.
So you would usually use it when you have an Intrace ISomething, and a specific implementation
class Something : ISomething
So the Interface varialbe would come to use when you instantiate a contract:
ISomething myObj = new Something();
myObj.SomeFunc();
You should also read interface C#
Update:
I will explaing the logic of using an Interface for the variable and not the class itself by a (real life) example:
I have a generic repositor interace:
Interface IRepository {
void Create();
void Update();
}
And i have 2 seperate implementations:
class RepositoryFile : interface IRepository {}
class RepositoryDB : interface IRepository {}
Each class has an entirely different internal implementation.
Now i have another object, a Logger, that uses an already instansiated repository to do his writing. This object, doesn't care how the Repository is implemented, so he just implements:
void WriteLog(string Log, IRepository oRep);
BTW, this can also be implemented by using standard classes inheritance. But the difference between using interfaces and classes inheritance is another discussion.
For a slightly more details discussion on the difference between abstract classes and interfaces see here.
Say, for example, you have two classes: Book and Newspaper. You can read each of these, but it wouldn't really make sense for these two to inherit from a common superclass. So they will both implement the IReadable interface:
public interface IReadable
{
public void Read();
}
Now say you're writing an application that will read books and newspapers for the user. The user can select a book or newspaper from a list, and that item will be read to the user.
The method in your application that reads to the user will take this Book or Newspaper as a parameter. This might look like this in code:
public static void ReadItem(IReadable item)
{
item.Read();
}
Since the parameter is an IReadable, we know that the object has the method Read(), thus we call it to read it to the user. It doesn't matter whether this is a Book, Newspaper, or anything else that implements IReadable. The individual classes implement exactly how each item will be read by implementing the Read() method, since it will most likely be different for the different classes.
Book's Read() might look like this:
public void Read()
{
this.Open();
this.TurnToPage(1);
while(!this.AtLastPage)
{
ReadText(this.CurrentPage.Text);
this.TurnPage();
}
this.Close();
}
Newspaper's Read() would likely be a little different:
public void Read()
{
while(!this.OnBackPage)
{
foreach(Article article in this.CurrentPage.Articles)
{
ReadText(article.Text);
}
}
}
The point is that the object contained by a variable that is an interface type is guaranteed to have a specific set of methods on it, even if the possible classes of the object are not related in any other way. This allows you to write code that will apply to a variety of classes that have common operations that can be performed on them.
No, it is not possible. Designers did not provide a way. Of course, it is of common sense also. Because interface contains only abstract methods and as abstract methods do not have a body (of implementation code), we cannot create an object..
Suppose even if it is permitted, what is the use. Calling the abstract method with object does not yield any purpose as no output. No functionality to abstract methods.
Then, what is the use of interfaces in Java design and coding. They can be used as prototypes from which you can develop new classes easily. They work like templates for other classes that implement interface just like a blue print to construct a building.
I believe everyone is answering the polymorphic reason for using an interface and David Hall touches on partially why you would reference it as an interface instead of the actual object name. Of course, being limited to the interface members etc is helpful but the another answer is dependency injection / instantiation.
When you engineer your application it is typically cleaner, easier to manage, and more flexible if you do so utilizing dependency injection. It feels backwards at first if you've never done it but when you start backtracking you'll wish you had.
Dependency injection normally works by allowing a class to instantiate and control the dependencies and you just rely on the interface of the object you need.
Example:
Layer the application first. Tier 1 logic, tier 2 interface, tier 3 dependency injection. (Everyone has their own way, this is just for show).
In the logic layer you reference the interfaces and dependency layer and then finally you create logic based on only the interfaces of foreign objects.
Here we go:
public IEmployee GetEmployee(string id)
{
IEmployee emp = di.GetInstance<List<IEmployee>>().Where(e => e.Id == id).FirstOrDefault();
emp?.LastAccessTimeStamp = DateTime.Now;
return emp;
}
Notice above how we use di.GetInstance to get an object from our dependency. Our code in that tier will never know or care about the Employee object. In fact if it changes in other code it will never affect us here. If the interface of IEmployee changes then we may need to make code changes.
The point is, IEmployee emp = never really knows what the actual object is but does know the interface and how to work with it. With that in mind, this is when you want to use an interface as opposed to an object becase we never know or have access to the object.
This is summarized.. Hopefully it helps.
This is a fundamental concept in object-oriented programming -- polymorphism. (wikipedia)
The short answer is that by using the interface in Class A, you can give Class A any implementation of IMyInterface.
This is also a form of loose coupling (wikipedia) -- where you have many classes, but they do not rely explicitly on one another -- only on an abstract notion of the set of properties and methods that they provide (the interface).

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