Override and overwrite method in the same class - c#

Look at the following non-compiling C# code:
public abstract class Operation
{
public abstract void Work();
}
public abstract class Operation<T> : Operation
{
public override void Work()
{
Work();
}
public new abstract T Work();
}
While it's possible to introduce a new name overwriting one in a base class, it doesn't seem to be possible to still override the previous method in the base class - in order to do the override, one would have to define a conflicting method.
Is there something I overlooked or is this impossible to do?

The first option, as much as you may not like to hear it, is that you could simply come up with a new method name, rather than shadowing the other method:
However, another more radical change would be for Operation to be an interface, rather than an abstract class with no implementation.
public interface IOperation
{
void Work();
}
At this point you can also make the inheriting type an interface as well, since it doesn't need an implementation:
public interface IOperationWithResult<T> : IOperation
{
T Work();
}
Or you could make it an abstract class that simply implements the interface explicitly:
public abstract class Operation<T> : IOperation
{
public new abstract T Work();
void IOperation.Work()
{
Work();
}
}
Personally I'd go with two interfaces and no abstract classes here, given that these types aren't conceptually providing any real implementation, nor are they conceptually abstract types. Their purpose is to define a contract that many otherwise unrelated types could meet (namely the ability to do some work or compute some result) which is precisely what interfaces are for.

Related

Declaring member function in interface

Firstly I am pretty new to C#. I would like to have an interface declare a member function like in the following piece of code
interface IMyInterface {
void MyAction() {
// do stuff depending on the output of function()
}
void Function();
}
here Function is pure virtual and should be implemented by children of IMyInterface. I could use an abstract class instead of an interface but then I could not inherit from other classes... Say for example that MyAction is recursiverly searching a directory for files and applying Function to any file found to make my example clear.
How to change my design in order to overcome the constraint that interfaces cannot implement classes ?
Edit : In C++ what I would do is using templates as such
template<class A>
static void MyAction(const A& a) {
// do stuff depending on the output of A::Function()
};
class MyClass {
void Function();
};
I was wondering if there were an elegant way to do this using interfaces in C#.
In C# you don't have multiple inheritance. You can circumvent this limitation by using composition.
Define your interface like this (Function needs not to be defined here):
public interface IMyInterface
{
void MyAction();
}
Declare an abstract class with an abstract Function and implementing this interface:
public abstract class MyInterfaceBase : IMyInterface
{
public void MyAction()
{
// Do stuff depending on the output of Function().
Function();
}
protected abstract void Function();
}
From this abstract class you can derive a concrete implementation. This is not yet your "final" class, but it will be used to compose it.
public class ConcreteMyInterface : MyInterfaceBase
{
protected override void Function()
{
Console.WriteLine("hello");
}
}
Now let's come to your "final", composed class. It will derive from SomeBaseClass and implement IMyInterface by integrating the functionality of ConcreteMyInterface:
public class SomeBaseClass
{
}
public class MyComposedClass : SomeBaseClass, IMyInterface
{
private readonly IMyInterface _myInterface = new ConcreteMyInterface();
public void MyAction()
{
_myInterface.MyAction();
}
}
UPDATE
In C# you can declare local classes. This comes even closer to multiple inheritance, as you can derive everything within your composing class.
public class MyComposedClass : SomeBaseClass, IMyInterface
{
private readonly IMyInterface _myInterface = new ConcreteMyInterface();
public void MyAction()
{
_myInterface.MyAction();
}
private class ConcreteMyInterface : MyInterfaceBase
{
protected override void Function()
{
Console.WriteLine("hello");
}
}
}
The only way to directly handle this would be to use an abstract class, as the interface cannot contain "logic" of any form, and is merely a contract.
One alternative, however, would be to make an interface and a static class. You could then place your logic in an extension method using the interface.
public interface IMyInterface {
void Function();
}
public static class MyInterfaceExtensions {
public static void MyAction(this IMyInterface object)
{
// use object.Function() as needed
}
}
The main disadvantages here are more types, which reduces maintainability, and a lack of discoverability.
You can define MyAction as extension method:
public interface IMyInterface
{
void Function();
}
public static class MyInterfaceExtensions
{
public static void MyAction(this IMyInterface obj)
{
obj.Function();
}
}
Example:
public class HelloWorld : IMyInterface
{
public void Function()
{
Console.WriteLine("Hello World");
}
public static void Main(string[] args)
{
new HelloWorld().MyAction();
}
}
Output:
Hello World
Interfaces can't implement any behavior they are just contracts. If you want to implement some logic while defining a contract you could use an abstract class.
For that purpose . you need to define abstract class.
You can provide default implementations or you can leave the implementation to the derived class.
If the derived class want to override some thing they can always do that .
This gives them the flexibility to use base along with changes they want to override.
Declare the function's interface (Signature and return types), in an interface,
Then create an abstract class that is defined to implement that interface, and implement a basic default implementation in the abstract class. Then, create other concrete classes that inherit from the abstract class, but when necessary, override the abstract classes base implementation with different implementation.
This sort of problem might best be overcome by separating the external behaviours; MyAction in this case, from the internal implementation; MyFunction.
The point here is understanding what should be part of the interface/contract between this class and others, and what should be part of the implementation of that contract.
Here, the contract between this object and its consumers is defined;
interface IMyInterface
{
void MyAction();
}
Now, a base class which implements this interface, and also enforces a particular behaviour;
abstract class BaseClass : IMyInterface
{
public void MyAction()
{
// do some commmon action
// call derived implementation to deal with the outcome
}
protected abstract void MyFunction();
}
And finally, a concrete implementation which deals with the results of MyFunction in some specific way;
class ConcreteClass : BaseClass
{
protected override void MyFunction()
{
// concrete implementation here
}
}
An interface is a contract, and cannot contain implementation.
From your statement above:
I could use an abstract class instead of an interface but then I could not inherit from other classes
I believe you are hitting the "why does C# not support multiple inheritance" question.
Here is a CodeProject Article on Simulated Multiple Inheritance for C#. You should be able to follow this pattern to achieve a workaround to the simple inheritance model of C#.
This is a proposed feature for C# 8.0:
interface IA
{
void M() { WriteLine("IA.M"); }
}
class C : IA { } // OK
IA i = new C();
i.M(); // prints "IA.M"`
https://github.com/dotnet/csharplang/blob/master/proposals/default-interface-methods.md

Child use of interface

I have a user control that will handle images on a form. But depending on what the source is (web cam or ID scan or other video source) the user control is different.
But they share some common features so I want to create a base class.
My other controls all have some interface items that I need. I would like to declare the interface at the base level though and just implement at the class level. But virtual and override seems to be the closest way to get what I want. Is there any to do it, force the new class to implement the interface assigned at the base class? Looking around it look like making the class abstract (which I don't fully understand) might be a start. If it was just methods that might be alright, but I am also using properties. In that area I have hit a dead end in my searches for answers. Here is what I have so far. Am I on the right track? I just have not worked with abstract classes at all and only limited exposure to interfaces. From the research I think I have the method correct just not sure about the property.
public interface RequiredAnswer
{
void LabelRequiredFieldEmpty();
bool AnswerRequired{ get;}
}
public abstract partial class ExtImage : UserControl, RequiredAnswer
{
public virtual bool AnswerRequired
{
get
{
throw new NotImplementedException ("Answer Required");
}
}
public abstract void LabelRequiredFieldEmpty ()
{
//checkBox_AgreementAcceptedText.ForeColor = Color.Red;
}
So I would have a class
public partial class ExtImageWebCam : ExtImage
{
public override bool AnswerRequired
{
get
{
return valueFromThisClassThatMeansAnAnswerIsRequired;
}
}
public override void LabelRequiredFieldEmpty ()
{
// do something
}
}
When you declare a method abstract, you are basically saying that a child class must supply the definition of the method. You can make properties abstract. This sounds like it is exactly what you need.
Here is the MSDN article for further reference.
From MSDN
Properties
Abstract properties behave like abstract methods, except for the differences in declaration and invocation syntax.
It is an error to use the abstract modifier on a static property.
An abstract inherited property can be overridden in a derived class by including a property declaration that uses the override modifier.
Continuing later
In this example, the class DerivedClass is derived from an abstract class BaseClass. The abstract class contains an abstract method, AbstractMethod, and two abstract properties, X and Y.
abstract class BaseClass // Abstract class
{
protected int _x = 100;
protected int _y = 150;
public abstract void AbstractMethod(); // Abstract method
public abstract int X { get; }
public abstract int Y { get; }
}
Abstract base class with an Interface
An abstract class must provide implementation for all interface members.
An abstract class that implements an interface might map the interface methods onto abstract methods. For example:
interface I
{
void M();
}
abstract class C : I
{
public abstract void M();
}
First of all, interfaces should start with an I by convention, so your interface would be IRequiredAnswer.
Second, if you want to force the inherited classes to implement their own methods rather than inheriting them, just make them abstract in the base class:
public abstract class ExtImage : UserControl, IRequiredAnswer
{
public abstract bool AnswerRequired { get; }
public abstract void LabelRequiredFieldEmpty ();
}
Your child classes would then have to implement the method and property.
You're on the right track. Here's a simple example of what you could do. Making the Bar() method abstract forces the inheritors to implement it.
public interface IFoo{
void Bar();
}
public abstract class BaseFoo : IFoo
{
public abstract void Bar();
public void Implemented(){
Debug.WriteLine("this is a shared implementation");
}
}
public class KungFoo : BaseFoo{
public override void Bar()
{
}
}
You are on the right track for the creation of an interface and then defining an abstract class for your purpose.
Standard naming conventions for an interface has been broken however, interfaces are usually prefixed with an I to help identify them
public interface IRequiresAnswer
{
void LabelRequiredFieldEmpty();
bool AnswerRequired { get; }
}
I would also suggest changing the AnswerRequired property to a function as your concrete class says "do somthing to find result". Properties are usually meant to be quick, so performing any calculation within a property is masking that real work takes place when you call the property. With a function it is more apparent to callers that the result will not be achieved immediately.

C# best partial interface implementation in base/abstract class

.net does not allow partial interface implementation in base classes. As a mitigation I've come to 3 alternate solutions. Please help me decide which is more universal in terms of refactoring, compile/run time errors, readability.
But first a couple of comments.
Of course you may always cast object to IFoo and call any method without any compiler warning. But it's not logical, you wouldn't do that normally. This construct wouldn't occur as a result of refactoring.
I want maximum separation. Direct class contract (public methods and properties) should be separated with interface implementations. I use interfaces a lot to separate object interations.
My comparison:
BaseClass1/MyClass1:
con: Have to create virtual abstract in BaseClass1 for each not implemented method of IFoo.
con: Additional method wrap - slight productivity impact at runtime.
BaseClass2/MyClass2:
con: no compiler warning if no implementation of Method2 in MyClass2. Runtime exception instead. Refactoring with poor unit test coverage may potentially destabilize code.
con: has to put additional obsolete construct to prevent direct method call from child classes.
con: Method2 is public for BaseClass1 so it's part of class contract now. Have to put "Obsolete" construct to prevent direct call, not via IFoo.
BaseClass3/MyClass3:
pro: (Compared to #2). More readable. You see that MyClass2.Method2 is IFoo implementation, not just some overriden method.
public interface IFoo
{
void Method1();
void Method2();
}
public abstract class BaseClass1 : IFoo
{
void IFoo.Method1()
{
//some implementation
}
void IFoo.Method2()
{
IFooMethod2();
}
protected abstract void IFooMethod2();
}
public class MyClass1 : BaseClass1
{
[Obsolete("Prohibited direct call from child classes. only inteface implementation")]
protected override void IFooMethod2()
{
//some implementation
}
}
public abstract class BaseClass2 : IFoo
{
void IFoo.Method1()
{
//some implementation
}
[Obsolete("Prohibited direct call from child classes. only inteface implementation")]
public virtual void Method2()
{
throw new NotSupportedException();
}
}
public abstract class MyClass2 : BaseClass2
{
public override void Method2()
{
//some implementation
}
}
public abstract class BaseClass3 : IFoo
{
void IFoo.Method1()
{
//some implementation
}
void IFoo.Method2()
{
throw new NotSupportedException();
}
}
public abstract class MyClass3 : BaseClass3, IFoo
{
void IFoo.Method2()
{
//some implementation
}
}
I like this version, the base class can't be instantiated because its abstract, the derived class must list IFoo in its declaration or else it won't be implementing the interface and then it is solely responsible for implementing the rest of the interface.
One drawback I can see is you can't explicitly implement the interface methods in the base class (ie no IFoo:Method1), but otherwise this is a fairly low overhead version.
public interface IFoo
{
void Method1();
void Method2();
}
public abstract class BaseClass1
{
public void Method1()
{
//some implementation
}
}
public class MyClass1 : BaseClass1, IFoo
{
public void Method2()
{
//some implementation
}
}
Ok, you could try the following as BaseClass is abstract:
public interface IFoo
{
void Method1();
void Method2();
}
public abstract class BaseClass : IFoo
{
public void Method1()
{
// Common stuff for all BaseClassX classes
}
// Abstract method: it ensures IFoo is fully implemented
// by all classes that inherit from BaseClass, but doesn't provide
// any implementation right here.
public abstract void Method2();
}
public class MyClass1 : BaseClass
{
public override void Method2()
{
// Specific stuff for MyClass1
Console.WriteLine("Class1");
}
}
public class MyClass2 : BaseClass
{
public override void Method2()
{
// Specific stuff for MyClass2
Console.WriteLine("Class2");
}
}
private static void Main(string[] args)
{
IFoo test1 = new MyClass1();
IFoo test2 = new MyClass2();
test1.Method2();
test2.Method2();
Console.ReadKey();
}
It is extremely bad to design a class that doesn't implement a well-defined contract. It is extreme because you firstly say that a class is capable of doing something. You explicitly highlight that the class can do stuff, but later in the code you say nahh, screw it, this class can live without implementation. Compiler very wisely asks you to implement the contract, but it is left up to you to decide.
Here are some common solutions
Bad solution
Throw an exception (NonImplementedException or NotSupportedException, see sample)
Declare it as obsolete (design it good from the beginning)
Better solution
Explicit interface implementation, but you still implement it (just kind of hide it)
Best solution
Use interface segregation (split your fat interface into thinner and more manageable ones)
I'd suggest having the abstract base class implement the interface with methods that call protected abstract methods, as shown in your first example, except for methods which some derived classes may not implement (following the "throw everything into IList but don't have all the methods actually work" pattern); those could be protected virtual stubs which throw NotSupportedException.
Note that it is up to the child class whether to expose any particular member of the interface as a like-named public member (which could call the appropriate abstract member).
The proper pattern in VB.net would be something like MustOverride Sub IFoo_Method1() Implements IFoo.Method1, which would avoid the extra function call overhead, but C# doesn't provide any means of implementing an interface with a protected member. Using explicit interface implementation for any method which may have to be overridden in a child class is somewhat icky, because it's impossible for the child's re-implementation of the interface to chain to the parent's implementation.

Interface wonder question

We define interface as below:
interface IMyInterface
{
void MethodToImplement();
}
And impliments as below:
class InterfaceImplementer : IMyInterface
{
static void Main()
{
InterfaceImplementer iImp = new InterfaceImplementer();
iImp.MethodToImplement();
}
public void MethodToImplement()
{
Console.WriteLine("MethodToImplement() called.");
}
}
instead of creating a interface , why can we use the function directly like below :-)
class InterfaceImplementer
{
static void Main()
{
InterfaceImplementer iImp = new InterfaceImplementer();
iImp.MethodToImplement();
}
public void MethodToImplement()
{
Console.WriteLine("MethodToImplement() called.");
}
}
Any thoughts?
You are not implementing the interface in the bottom example, you are simply creating an object of InterfaceImplementer
EDIT: In this example an interface is not needed. However, they are extremely useful when trying to write loosely coupled code where you don't have to depend on concrete objects. They are also used to define contracts where anything implementing them has to also implement each method that it defines.
There is lots of information out there, here is just a brief intro http://www.csharp-station.com/Tutorials/Lesson13.aspx
If you really want to understand more about interfaces and how they can help to write good code, I would recommend the Head First Design Patterns book. Amazon Link
instead of creating a interface , why
can we use the function directly like
below
Are you asking what the point of the interface is?
Creating an interface allows you to decouple your program from a specific class, and instead code against an abstraction.
When your class is coded against an interface, classes that use your class can inject whichever class they want that implements this interface. This facilitates unit testing since not-easily-testable modules can be substituted with mocks and stubs.
The purpose of the interface is for some other class to be able to use the type without knowing the specific implementation, so long as that type conforms to a set of methods and properties defined in the interface contract.
public class SomeOtherClass
{
public void DoSomething(IMyInterface something)
{
something.MethodToImplement();
}
}
public class Program
{
public static void Main(string[] args)
{
if(args != null)
new SomeOtherClass().DoSomething(new ImplementationOne());
else
new SomeOtherClass().DoSomething(new ImplementationTwo());
}
}
Your example doesn't really follow that pattern, however; if one that one class implements the interface, then there really isn't much of a point. You can call it either way; it just depends on what kind of object hierarchy you have and what you intend to do for us to say whether using an interface is a good choice or not.
To sum: Both snippets you provide are valid code options. We'd need context to determine which is a 'better' solution.
Interfaces are not required, there is nothing wrong with the last section of code you posted. It is simply a class and you call one of it's public methods. It has no knowledge that an interface exists that this class happens to satisfy.
However, there are advantages:
Multiple Inheritance - A class can only extend one parent class, but can implement any number of interfaces.
Freedom of class use - If your code is written so that it only cares that it has an instance of SomethingI, you are not tied to a specific Something class. If tomorrow you decide that your method should return a class that works differently, it can return SomethingA and any calling code will not need to be changed.
The purpose of interfaces isn't found in instantiating objects, but in referencing them. Consider if your example is changed to this:
static void Main()
{
IMyInterface iImp = new InterfaceImplementer();
iImp.MethodToImplement();
}
Now the iTmp object is of the type IMyInterface. Its specific implementation is InterfaceImplementer, but there may be times where the implementation is unimportant (or unwanted). Consider something like this:
interface IVehicle
{
void MoveForward();
}
class Car : IVehicle
{
public void MoveForward()
{
ApplyGasPedal();
}
private void ApplyGasPedal()
{
// some stuff
}
}
class Bike : IVehicle
{
public void MoveForward()
{
CrankPedals();
}
private void CrankPedals()
{
// some stuff
}
}
Now say you have a method like this somewhere:
void DoSomething(IVehicle)
{
IVehicle.MoveForward();
}
The purpose of the interface becomes more clear here. You can pass any implementation of IVehicle to that method. The implementation doesn't matter, only that it can be referenced by the interface. Otherwise, you'd need a DoSomething() method for each possible implementation, which can get messy fast.
Interfaces make it possible for an object to work with a variety of objects that have no common base type but have certain common abilities. If a number of classes implement IDoSomething, a method can accept a parameter of type IDoSomething, and an object of any of those classes can be passed to it. The method can then use all of the methods and properties applicable to an IDoSomething without having to worry about the actual underlying type of the object.
The point of the interface is to define a contract that your implementing class abides by.
This allows you to program to a specification rather than an implementation.
Imagine we have the following:
public class Dog
{
public string Speak()
{
return "woof!";
}
}
And want to see what he says:
public string MakeSomeNoise(Dog dog)
{
return dog.Speak();
}
We really don't benefit from the Interface, however if we also wanted to be able to see what kind of noise a Cat makes, we would need another MakeSomeNoise() overload that could accept a Cat, however with an interface we can have the following:
public interface IAnimal
{
public string Speak();
}
public class Dog : IAnimal
{
public string Speak()
{
return "woof!";
}
}
public class Cat : IAnimal
{
public string Speak()
{
return "meow!";
}
}
And run them both through:
public string MakeSomeNoise(IAnimal animal)
{
return animal.Speak();
}

Why should an abstract class implement an abstract method of an abstract base class?

In the following example, the class Derived implements the abstract method method from class Main. But I can't think of a reason to fill in the method body in the abstract Derived class' implementation. Surely I should only implement abstract methods within real classes.
So how can I avoid doing it? What else can I do?
abstract class Main
{
public abstract void method();
}
abstract class Derived : Main
{
public override void method()
{
}
}
class RealClass : Derived
{
}
Usually if someone has specified that an abstract class has an abstract method, it's either because that class depends on that method for some of what it does, or it's because it's part of an expected API that it wouldn't make sense for the parent class to implement at this time. In either case, there must be an implementation once you get to a non-abstract implementation of the class.
Note also that if you are implementing an interface, you are required to state how that interface will be implemented, even if you just call the member abstract and pass the responsibility onto the subclass
public interface IPet {string GetNoise(); int CountLegs(); void Walk();}
public abstract class Pet : IPet
{
public string Name {get; set;}
public abstract string GetNoise(); // These must be here
public abstract int CountLegs();
public abstract void Walk();
}
When it comes to implementing the sub-class, you have a few choices depending on the circumstances. If your implementation is itself an abstract class, you shouldn't need to implement the abstract method.
public abstract class Quadruped : Pet
{
public override int CountLegs () { return 4; }
}
If your implementation is non-abstract, but the standard reason for the method in question really doesn't apply in your circumstance, you can do a no-op method (in the case of void methods), or return some dummy value, or even throw a NotImplementedException to indicate that the method should never have been called in the first place.
public class Fish : Pet
{
public override string GetNoise() {return "";} // dummy value: fish don't make noise
public override int CountLegs() {return 0;}
public override void Walk() {} // No-op
// public override void Walk() { throw new NotImplementedException("Fish can't walk"); }
}
Does that answer your question?
If there's no implementation of method in Derived then you can just make Derived abstract as well:
abstract class Derived : Main
{
}
class RealClass : Derived
{
public override void method() { ... }
}
EDIT: To clarify the comments - if there is no meaningful implementation of an abstract method in a subclass, then one does not need to be provided. This will however require that the derived class is itself abstract, and an implementation must be provided somewhere in the chain of descendant classes to some concrete subclass. I am not saying you should leave the implementation of method empty, as it is in the question, but rather you remove the override in Derived and mark the class abstract. This forces RealClass to provide an implementation (or itself be marked abstract).
All non-abstract descendant classes must provide concrete implementations of abstract methods. If you don't provide an implementation, then it's impossible to call that method.
If some concrete classes don't have an obvious proper implementation of a abstract method then your object design is incorrect. Maybe you should have an abstract class with some abstract methods (but not all). That class could have an both an abstract descendant and some concrete descendants.

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