(Regular Class + interface) vs Abstract class - c#

I recently encountered a question on abstract class.
Functionality of Abstract classes can be achieved by using combination of (Regular class with Protected Constructor + an interface).
What is the benefit of using Abstract Class over (Regular class with protected constructor + interface).
IMHO, Purpose of Abstract class to have common feature that needs to be available across the class hierarchy. It can pose restriction on sub-classes to implement certain features by Abstract methods. It can allow Sub-Classes to override the common behavior.
Abstract Class doesn't serve a purpose of as concrete object. So, It doesn't allow to instantiate the abstract class.
However,We can achieve same thing using Regular Class + interface.
Mark Regular Class constructor as protected, So object can't be created alone
provide default implementation of common features and mark them virtual in case if they need to be overridden by sub class.
Use interface to force sub-classes to implement certain features.
So, Is there any extra feature which Abstract class offer?
I could not think of any other. Interviewers was trying to know what other benefits Abstract class have over Regular Class with protected constructor + interface.

A lot of good reasons. Let's start with an unambiguous one:
public abstract class Smell
{
public abstract string GetAdjective();
public string GetDescription()
{
return "I smell " + GetAdjective();
}
}
public class NastySmell : Smell
{
public override string GetAdjective() { return "really nasty"; }
}
Pretty simple. The abstract class has a function, GetDescription - which relies on the presence of an abstract method GetAdjective.
How could you do this with ProtectedConstructor+Interface? You can't have Smell implement the interface (for lots of reasons, but a big one being that any derived classes would also inherit the implementation and wouldn't be required to implement anything new) - but that means that it's function can't refer to the method:
public interface SmellInterface
{
string GetAdjective();
}
public class Smell
{
protected Smell() { }
public string GetDescription()
{
// how do I call GetAdjective here? I have no reference to it!
}
}
But here's another, even more compelling reason:
public abstract class SomeFancyClass
{
protected string name;
protected string server;
protected abstract string implementer { get; }
public string Generate()
{
if (name == "something")
HandleGlobally(name);
else
HandleSpecifically(name);
}
public void HandleGlobally(string server)
{
// code
}
public abstract void HandleSpecifically(string server);
}
... if you make this class a combo ProtectedConstructorClass + Interface, you split up code into two separate spots - and suddenly, you have to look through two halves to get the full picture of what's going on!
public interface AbstractHalf
{
// data property of 'implementer'
// method of 'HandleSpecifically()
}
public class NonabstractHalf
{
// data fields of 'name' and 'server'
// methods of 'Generate()' and 'HandleGlobally'
}
... why would you want to do this? Your class is a distinct, logical entity. Why would you split it up into two separate parts: the non-abstract versus the abstract? It'd just make it harder to read and troubleshoot. And it'd get worse, the more code and abstract declarations were made in the class.

The main benefit of the abstract class is to force the developer to create a subclass that inherits from the abstract class in order to use base/shared functionality and fields.
You cannot directly new-up an abstract class. You can new-up a regular class + interface, and you are not forced to inherit or override anything in the base.
With an abstract class, you can reduce the number of files - i.e. no interfaces, but most folks would probably like to keep those for registration with an IoC container and dependency injection.

One thing that I can think of is that by using an abstract class you can force a specific implementation simply by not marking a method or property as virtual, while using an interface you can't prevent classes from implementing the interface but not derive from your base class.
Another benefit of using an abstract class is that you can simply add functionality to your abstract class without having to worry about having all your derived classes implementations - again, since you can't prevent a class from implementing an interface without deriving from your base class.
Also, an abstract class can have protected fields, methods, events etc', but an interface can't.
It all boils down to the fact that you can't force classes that implement your interface to derive from your "regular" base class.

First of all, there is many questions and answers about differences between Abstract Class and Interfaces like: this. There are a lot of remarkable answers. But most of them are about programming and syntax.
I want to look from Design Perspective:
I think that Abstract Class can not play the Role of Interface (+ Regular Class)
in Software Design.
Abstract Class:
The main goal of Abstract Class is Abstraction Principle. To overcome this complexity, Abstract classes are used to make Hierarchies in similar looking classes. All classes in the hierarchy are extending base classes functionalities and extending types of base classes.
Interface:
However, Interfaces are used for Interactions between classes. These classes can be similar or not. They can be from different hierarchies and different types.
Also, they are huge difference between inheriting from a class (even Abstract class) and implementing an interface. Interfaces are not TYPES. They are shared boundary across which two or more separate components of a computer system exchange information.

Related

Why is an Array an abstract class in C#? [duplicate]

The C# spec, section 10.1.1.1, states:
An abstract class is permitted (but
not required) to contain abstract
members.
This allows me to create classes like this:
public abstract class A
{
public void Main()
{
// it's full of logic!
}
}
Or even better:
public abstract class A
{
public virtual void Main() { }
}
public abstract class B : A
{
public override sealed void Main()
{
// it's full of logic!
}
}
This is really a concrete class; it's only abstract in so far as one can't instantiate it. For example, if I wanted to execute the logic in B.Main() I would have to first get an instance of B, which is impossible.
If inheritors don't actually have to provide implementation, then why call it abstract?
Put another way, why does C# allow an abstract class with only concrete members?
I should mention that I am already familiar with the intended functionality of abstract types and members.
Perhaps a good example is a common base class that provides shared properties and perhaps other members for derived classes, but does not represent a concrete object. For example:
public abstract class Pet
{
public string Name{get;set;}
}
public class Dog : Pet
{
public void Bark(){ ... }
}
All pets have names, but a pet itself is an abstract concept. An instance of a pet must be a dog or some other kind of animal.
The difference here is that instead of providing a method that should be overridden by implementors, the base class declares that all pets are composed of at least a Name property.
The idea is to force the implementor to derive from the class as it is intended to provide only a basis for a presumably more specialized implementation. So the base class, while not having any abstract members may only contain core methods an properties that can be used as a basis for extension.
For example:
public abstract class FourLeggedAnimal
{
public void Walk()
{
// most 4 legged animals walk the same (silly example, but it works)
}
public void Chew()
{
}
}
public class Dog : FourLeggedAnimal
{
public void Bark()
{
}
}
public class Cat : FourLeggedAnimal
{
public void Purr()
{
}
}
I think a slightly more accurate representation of your question would be: Why does C# allow an abstract class with only concrete members?
The answer: There's no good reason not to. Perhaps someone out there has some organizational structure where they like to have a noninstantiatable class at the top, even if a class below it just inherits and adds nothing. There's no good reason not to support that.
You said it -- because you can't instantiate it; it is meant to be a template only.
It is not "really a concrete class" if you declare it as abstract. That is available to you as a design choice.
That design choice may have to do with creating entities that are (at risk of mixing the terminology) abstractions of real-world objects, and with readability. You may want to declare parameters of type Car, but don't want objects to be declarable as Car -- you want every object of type Car to be instantiated as a Truck, Sedan, Coupe, or Roadster. The fact that Car doesn't require inheritors to add implementation does not detract from its value as an abstract version of its inheritors that cannot itself be instantiated.
Abstract means providing an abstraction of behaviour. For example Vehicle is an abstract form. It doesn't have any real world instance, but we can say that Vehicle has accelerating behaviour. More specifically Ford Ikon is a vehicle, and Yamaha FZ is a vehicle. Both these have accelerating behaviour.
If you now make this in the class form. Vehicle is abstract class with Acceleration method. While you may/ may not provide any abstract method. But the business need is that Vehicle should not be instantiated. Hence you make it abstract. The other two classes - Ikon and FZ are concrete classes deriving from Vehicle class. These two will have their own properties and behaviours.
With regards to usage, using abstract on a class declaration but having no abstract members is the same as having the class public but using protected on its constructors. Both force the class to be derived in order for it to be instantiated.
However, as far as self-documenting code goes, by marking the class abstract it informs others that this class is never meant to be instantiated on its own, even if it has no virtual or abstract members. Whereas protecting the constructors makes no such assertion.
The compiler does not prevent implementation-logic, but in your case I would simply omit abstract ?! BTW some methods could be implemented with { throw Exception("must inherit"); } and the compiler could not distinguish fully implemented classes and functions including only throw.
Here's a potential reason:
Layer Supertype
It's not uncommon for all the objects
in a layer to have methods you don't
want to have duplicated throughout the
system. You can move all of this
behavior into a common Layer
Supertype.
-- Martin Fowler
There's no reason to prevent having only concrete methods in an abstract class - it's just less common. The Layer Supertype is a case where this might make sense.
I see abstract classes serving two main purposes:
An incomplete class that must be specialized to provide some concrete service. Here, abstract members would be optional. The class would provide some services that the child classes can use and could define abstract members that it uses to provide its service, like in the Template Method Pattern. This type of abstract class is meant to create an inheritance hierarchy.
A class that only provides static utility methods. In this case, abstract members don't make sense at all. C# supports this notion with static classes, they are implicitly abstract and sealed. This can also be achieved with a sealed class with a private constructor.

Different classes have to implement an interface method in exactly the same way

I have and interface defining a bunch of different properties and a State property that is a compact summary of all the other.
So I have a common interface named IStateful
interface IStateFul
{
string State { get; set; }
}
I have some classes implementing this interface in different ways - one asks for user input, another read the values from a service, one could get data from a DB.
But all of them have to compute the state in exactly the same way to be "compatible" with each other. So the implementation of State in the different classes have to use the other property in exactly the same way to compute the state string.
As of today I copy and paste the state implementing method from a class to the other. This is obviously the worst option.
Other options could be
Common abstract base class (I tried this and it's ankward, the abstract class have to implement abstractly all the interface method that it does not care at all, then the derived classes have to override them all)
Another class with a static method to be called (a "serializer" ???)
An extension method for the interface (just the same as option 2 but with different sintactic sugar)
There is a common pattern to follow? Or is there a basic design flaw that I'm missing to see?
In an abstract class you should only mark the methods that need to be overridden as abstract, otherwise mark them virtual:
public abstract class MyBase
{
protected virtual void DoSomething()
{
//My Implementation here
Console.WriteLine("Base implementation");
}
//Will give compile-time error if you don't override this in derived class
protected abstract void DoSomethingElse();
}
Then in your derived classes you can use either the base implementation of the virtual methods or override them and the abstract methods will need to be implemented:
public class Derived : MyBase
{
protected override void DoSomethingElse()
{
Console.WriteLine("Derived implementation");
}
}
public static void Main(String[] args)
{
var derived = new Derived();
derived.DoSomething(); //Base Implementation
derived.DoSomethingElse(); //Derived implementation
}
If using an interface is not absolutely required by your design, you can use an abstract class instead of the interface and not both at the same time. It will work practically the same way but allows you to define a method/property implementation.
Your case is a common pattern addressed by abstract classes.
I would define the interface IRequireState
public interface IRequireState
{
bool GetState();
}
And use that for all classes requiring state. There is a programming principle called "The Interface Segregation Principle" (ISP) which basically states that you should ONLY implement an interface in the classes where it makes sense to do so.
According to the Open Closed Principle you can always subtitute a derivative, so for example, if you have 3 classes, all implementing the IRequireState you can then type code like:
foreach(var job in myListOfJobs)
if(job.GetType() == typeof(IRequireState))
((IRequireState)job).GetState();
I hope that helps you on the path to good Object Oriented design. Make sure to read up on the SOLID principles. They help alot in these questions.
If you have some jobs that do the same GetState() thing, then it would make sense to have a base class which implements the same interface, but you're then free to ALSO have jobs with various, different GetState() implementations.

Is an interface and an abstract class with just virtual abstract methods the same thing?

If I have a project that contains similar classes and some may use the same implementation, but in most cases they implement their own way of handling the methods defined in an interface or abstract class. I am trying to figure out if an interface/abstract class is better or not. I don't get the point of an interface if you can just use an abstract class with virtual abstract methods.
Here is an interface:
public interface IAthlete
{
void Run();
}
Here is an abstract class:
public abstract class Athlete
{
public abstract void Run();
}
Here is an implementation of the interface:
public class Sprinter : IAthlete
{
public void Run()
{
Console.WriteLine("Running Fast....");
}
}
Here is an extension of the abstract class:
public class MarathonRunner : Athlete
{
public override void Run()
{
Console.Write("Jogging....");
}
}
Now if I decide to add a method called Stop to either the interface or abstract method, Sprinter and MarathonRunner both break and because I can provide some default implementation to abstract, it seems like a better choice. Am I missing something?
There are 2 main differences between Interfaces and abstract super-classes:
Abstract Classes
code reuse is possible by using an abstract super-class
you can only inherit one super-class
Interfaces
every method has to be implemented in each sub-class
a class can inherit more than 1 interface (multiple inheritance)
In the case where all you have is one piece of commonality to extract, you're quite right that there isn't a substantive difference between the two. But this is rather like saying "in the case of adding 1 to 2, there's no difference between an int and a double" - it's technically true, but not a particularly useful guide to how to think.
In case with any more complexity than this (that is, in most cases) there will be more classes, and pieces of common baheaviour to extract. Then you have to start making a significant choice between class inheritance and interface implementation, taking into account things like:
you only get one shot at choosing a base class, but you can implement as many interfaces as you like
if you want your 'parent' to do any work, it needs to be a class not an interface
and so on.
In general, the semantics of your classes should guide you - where the 'things' have an "IS A" relationship (like MarathonRunner to Athlete), inheritance is suggested; where the 'things' have an "I CAN FULFIL THE CONTRACT OF A" (like, say, Person to Runner), interface implementation is suggested.
Interfaces are a btter way to go as the current consensus amongst the .NET developer comunity is that you should favour composition over inheritance, so Interfaces are a much better strategy (think of Injection Containers and how usefull they are as well, and lets not get started on unit testing).
also, classes can implement many interfaces but can only inherit from one class (abstract or otherwise). also structs can implement interfaces but not inherit from another class.
At the runtime level, interfaces are more efficient as the runtime doesnt have to walk the inheritance stack in order to work out the polymorphic implications of calling a specific member.
Interfaces are a very useful feature, and are very similar to abstract classes, and in some circumstances, exchangable with abstract classes.
But, don't jump straight to interfaces, unleass you have to (very common antipattern in Java developers). I suggest, by reading your example, to stick to abstract classes.
Most of the times I only use interfaces, when I have several non related classes, and I need them to have common members, as If these classes came from the same base class.
In your example, you are trying to find what happen if you need a new stop method, when adding a base virtual method. These can be solved in a different approach, that is not Abstract Classes versus interfaces.
There are 3 choices:
(1) Add an abstract method that coerce the programmer to override it, in order to instantiate objects.
(2) Add a new virtual method that does something, but doesn't have to be overriden.
(3) Add a new method that does nothing, maybe applies to your case.
// cannot instantiate an abstract class
public abstract class Athlete
{
// helper method:
public /* non-abstract */ void DoNothing()
{
// does nothing on purpouse !!!
}
// (1) virtual & abstract method, must be overriden
public abstract void Run();
// (2) new virtual method, doesn't need to be overriden,
// but, maybe you dont like what it does
public virtual void Stop()
{
Message.Show("Stop !!!");
}
// (3) new virtual method, doesn't need to be overriden,
// its safe to be called
public virtual void TakeBreak()
{
// works like an abstract virtual method, but, you don't need to override
DoNothing();
}
} // class Athlete
// in a non abstract class, you must override all abstract methods
public /* non-abstract */ class Runner: Athlete
{
public override void Run()
{
DoNothing();
}
public override void Stop()
{
DoNothing();
}
// don't need to override this method
// public virtual void TakeBreak();
} // class Trekker
// ...
Runner ARunner = new Runner();
ARunner.Run();
ARunner.Stop();
ARunner.TakeBreak();
The third kind of virtual method, that may apply to your example, doesnt' have a special name, I already post a question about it on stackoverflow, but, nobody knew an special name for this case.
Cheers.
An important difference between interfaces and abstract classes is how their members handle multi-generational inheritance. Suppose there's an abstract class BaseFoo with abstract method Bar and interface IFoo with method Boz; class Foo inherits BaseFoo and implements IFoo, and class DerivedFoo inherits from Foo.
If DerivedFoo needs to override BaseFoo.Bar, it may do so, and its override may call base.Bar() if it needs to use its parent's implementation. If Foo implements Boz implicitly using a virtual method, then DerivedFoo may override that method and call base.Boz() (the override being a function of the class rather than the interface) but if Foo explicitly implements IFoo.Boz, then the only way for DerivedFoo to change the behavior of IFoo.Boz will be to re-implement it. If it does so, then Foo's implementation of IFoo.Boz will become inaccessible, even within DerivedFoo's implementation of the same interface member.

Abstract class without any abstract method

I am surprised to know that an abstract class in C# is possible with no abstract methods also.
abstract class AbstractDemo
{
public void show()
{
Console.WriteLine("In Show Method");
}
}
class MainDemo:AbstractDemo
{
public static void Main()
{
Console.WriteLine("In Main Method");
}
}
Any explaination ?
Sometimes you don't want to give the possibility to instantiate a class but you need this class as a base class for other classes.
The reason for choosing abstract classes over interfaces is that you can provide some basic implementation.
This is entirely valid, and occasionally useful if you want to provide event-like behaviour: provide an abstract class with all the "event handlers" implemented as virtual methods with a default behaviour of doing nothing.
I've also personally used this a lot for abstract remote API client classes where all methods throw exceptions: they're abstract for the purposes of test doubles, expecting our implementations to be the only production implementations, but allowing users to create their own test doubles either by hand or via mocking frameworks. Making the methods virtual instead of abstract means that new RPCs can be added without that being a breaking change.
A derived class can then override some of the methods, but doesn't have to override any specific one, because nothing's abstract. It still makes sense for the class to be abstract because an instance of the base class would be pointless (as everything would be a no-op).
This pattern is much more common in Java than C#, however - as in C# you'd normally just use "proper" events.
An abstract class is a class that must be extended before it can be used. This does not it any way mean that the function themselves must be abstract.
Take for example an Animal class
public abstract class Animal
{
void Move()
{
//whatever
}
}
public class Fish : Animal
{
void Swim()
{
}
}
public class Dog : Animal
{
void Bark()
{
}
}
All animals can move but only the fish can swim and the dog can bark.
Or for a real life example. I have an Asp.net MVC base controller I use in my application. It has some basic methods I need very often like GetCurrentUser() and a function I wrote to help with localization. It also takes care of tracking so I don't have to rewrite that code in all of my controllers. The class has about 200 lines of code but not a single abstract method.
I think you're confusing abstract classes with interfaces. Interfaces can't have methods with body, abstract classes can. There are times when you want to prevent user from instantiating an object of a specific class; but still provide some base functionality for the classes that derive from it; this is what an abstract class is useful for.
If your class is just a base for other classes and it does not have an full usablility - in other words as a base itselfe is not usable at all then you want to prevent from creating instances of it. In this case you can make abstract class without abstract members.
You could use abstract keyword on a class just to signal the compiler that it can only used inheriting from it, and not directly; In this case you are not oblied to put abstract member on the class.
This is equivalent to put in the class only one protected constructor, but using abstract is more clear and understandable.
No better explanation than MSDN it self
http://msdn.microsoft.com/en-us/library/aa645615(v=VS.71).aspx
An abstract class cannot be instantiated directly, and it is a
compile-time error to use the new
operator on an abstract class. While
it is possible to have variables and
values whose compile-time types are
abstract, such variables and values
will necessarily either be null or
contain references to instances of
non-abstract classes derived from the
abstract types.
An abstract class is permitted (but not required) to contain abstract
members.
An abstract class cannot be sealed.
We have heard that in abstract class, there must be an abstarct member. But when I compile the abstarct class without an abstract method, it compiles. It gives me surprise. Now I am unable to find the article which explain exact behavior of an abstarct class.

Inherit from a class or an abstract class

If you have several classes where you want them to inherit from a base class for common functionality, should you implement the base class using a class or an abstract class?
That depends, if you never want to be able to instantiate the base class then make it abstract. Otherwise leave it as a normal class.
If the base class ought not to be instantiated then make it an abstract class - if the base class needs to be instantiated then don't make it abstract.
In this example it makes sense to make the base class abstract as the base class does not have any concrete meaning:
abstract class WritingImplement
{
public abstract void Write();
}
class Pencil : WritingImplement
{
public override void Write() { }
}
However in this next example you can see how the base class does have concrete meaning:
class Dog
{
public virtual void Bark() { }
}
class GoldenRetriever : Dog
{
public override void Bark() { }
}
It is all pretty subjective really - you ought to be able to make a pretty good judgment call based on the needs of your particular domain.
It depends, does it make sense for the base class in question to exist on it's own without being derived from? If the answer is yes, then it should be a regular class, otherwise, it should be an abstract class.
I suggest:
Make an interface.
Implement the interface in your base class.
Make the base class a real class, not abstract (see below for why).
The reason I prefer real classes instead of abstract classes is that abstract classes cannot be instantiated, which limits future options unnecessarily. For example, later on I may need the state and methods provided by the base class but cannot inherit and do not need to implement the interface; if the base class is abstract I am out of luck, but if the base class is a regular class then I can create an instance of the base class and hold it as a component of my other class, and delegate to the instance to reuse the state/methods provided.
Yes this does not happen often, but the point is: making the base class abstract prevents this kind of reuse/solution, when there is no reason to do so.
Now, if instantiating the base class would somehow be dangerous, then make it abstract - or preferably make it less dangerous, if possible ;-)
Think of it like a bank account:
You can make a generic abstract base account called "Account", this holds basic information such as customer details.
You can then create two derived classes called "SavingAccount" or "DebitAccount" which can have their own specific behaviour whilst benefiting from the base class behaviour.
This is a situation where the customer must have either a Savings Account or a Debit Account, a generic "Account" is not allowed as it is not very popular in the real world to have just an account of no description.
If you can create a similar scenario for your needs, abstract is the way to go.
Abstract classes are for partially implemented classes.
By itself doesn't make sense to have an instance of an abstract class, it needs to be derived. If you would like to be able to create the base class it cannot be abstract.
I like to think of abstract classes as interfaces which have some members pre-defined since they are common to all sub-classes.
Think of this a different way
Is my a base class a complete object on it's own?
If the answer is no, then make it abstract. If it's yes then you likely want to make it a concrete class.
I would say if you are not planning on calling the base class by itself, the then you should define it as an abstract class.
The depends on whether you want the base class to be implemented on its own or not.
As an abstract class, you can't make objects from it.
Abstract classes are great for predefined functionality, for example - when know the minimum exact behaviour a class should expose but not what data it should use to do it or the exact implementation.
abstract class ADataAccess
{
abstract public void Save();
}
Normal (non abstract) classes can be great for similar things but you have to know the implementation specifics to be able to write them.
public class DataAccess
{
public void Save()
{
if ( _is_new )
{
Insert();
}
else if ( _is_modified )
{
Update();
}
}
}
Also, you could use interfaces (individually or on classes, whether abstract or not) to define the same sort of prototype definition.
interface ISaveable
{
void Save();
void Insert();
void Update();
}
class UserAccount : ISavable
{
void ISavable.Save() { ... }
void ISavable.Insert() { ... }
void ISavable.Update() { ... }
}
Yet another option may be using generics
class GenDataAccess<T>
{
public void Save()
{
...
}
}
All these methods can be used to define a certain prototype for classes to work with. Ways to make sure that code A can talk to code B. And of course you can mix and match all of the above to your liking. There is no definite right way but I like defining interfaces and abstract classes, then referring to the interfaces. That way eliminates some of the thought requirements for "plumbing" in higher level classes while keeping the maximum flexibility. (having interfaces takes away the requirement of using the abstract base class, but leaves it as an option).
I think a lot of you should resit basic OO classes again.
The basic underlying principle in OOA/OOD is to abstract abstract abstract, until you can't abstract no more. If what your looking at is an abstraction then so be it, thats what your OOA/OOD already told you. However if you sitting there wondering whether "code" should be abstract or not then you obviously don't know what the term means and should go learn basic OOA/OOD/OOP again :-)
More to the point you should learn Design Patterns and Harmonic Theory, this will help with your OO designs immensely!

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