I'm this close to having an Interface epiphany - c#

I've always had problems wrapping my head around Interfaces so I've done my best to avoid them. Until I saw this code
public interface IFormsAuthenticationService
{
void SignIn(string userName, bool createPersistentCookie);
void SignOut();
}
public class FormsAuthenticationService : IFormsAuthenticationService
{
public void SignIn(string userName, bool createPersistentCookie)
{
if (String.IsNullOrEmpty(userName)) throw new ArgumentException("Value cannot be null or empty.", "userName");
FormsAuthentication.SetAuthCookie(userName, createPersistentCookie);
}
public void SignOut()
{
FormsAuthentication.SignOut();
}
}
Looking at this I've gathered that IFormsAuthenticationServce interface is more or less the 'blueprint' for the FormsAuthenticationService class right? But why? To me it seems redundant. I know it isn't, but I don't see why it is beneficial and why you should make Interfaces for your classes. Is it solely for predetermining the methods for your classes?

Is it solely for predetermining the methods for your classes?
No. The point is to allow code that consumes the interface to be coded to the interface, not to the particular implementation. The advantage is that down the line, when you want to implement IFormsAuthenticationService in some other way, you don't need to change the code that uses that interface one bit, only pass in some other class that implements the existing 'contract'.

It's so that you don't need to know the implementation.
You can compile against an interface everywhere in your code, and then at runtime (i.e. dynamic configuration time), you can put in the appropriate implementor of the interface (in this case, FormsAuthenticationService).
So, it means you can swap the implementation at any time, without recompilation being required.

Interfaces are contracts. Classes that implement interfaces announce "I adhere to this contract." Look at IEnuerable<T> as an example. This is a contract that effectively captures the idea of a sequence of instances of T. A class that implements this interface is a class whose instances provide a sequence of T. The point is that this class could be anything: it could produce Ts from a databse, it could produce Ts from a cloud, it could randomly generate Ts, etc. Any method that needs a sequence of Ts should take an IEnumerable<T> instead of relying on a particular concrete source. Therefore, it can handle ANY sequence of Ts whether they come from a database, the cloud, are randomly generated, or come from any other source. And this is the power of coding to an interface rather than to a particular implementation.

Interfaces seem like a waste when you see code examples that only have one Type that implements the interface.
Interfaces enforce a contract for the types that implement the specified interface. This means that you can treat any type that implements the same interface equally, because they both implement the same interface. This is known as polymorphism.
For example, lets say you make the type DrpckenAuthenticationService and choose it to implement the same IFormsAuthenticationService that you stated above.
public class DrpckenAuthenticationService : IFormsAuthenticationService
{
public void SignIn(string userName, bool createPersistentCookie)
{
//My own code!
}
public void SignOut()
{
//My own code!
}
}
Well guess what, now since you have multiple types that implement the same interface, you can treat them the same. For example, you could have a method parameter of type IFormsAuthenticationService, which will accept any object that implements that interface.
public void SignUserOut(IFormsAuthenticationService i)
{
i.SignOut();
}
//Calling code
SignUserOut(DrpckenAuthenticationService);
SignUserOut(FormsAuthenticationService);

Interfaces allow you to provide multiple compatible implementations of the API defined by the interface. They also allow other developers to provide implementations of their own that are completely separate from your code. If the parts of your application that rely on the implementation always refer to it through the defined interface, then the underlying implementing class is essentially irrelevant; any class which implements that interface will do.

Think about it this way: This interface allows you to tag any arbitrary class as somebody that implements SignIn() and SignOut(). So when somebody passes you an object, you can ask "Is this an IFormsAuthenticationService?" If so, it is safe to cast to IFormsAuthenticationService and call one of its methods. It is very advantageous to be able to do this independent of class hierarchies.
Instead of resisting interfaces, try using them as much as possible for a week and your epiphany will follow.

Interfaces are great.
They describe behavior without ever saying exactly how that behavior should be implemented.
The .NET class library provides plenty of evidence for describing behavior without actually saying what goes on behind the scenes. See IDiposable, IEnumerable<>, IEnumerator<>. Any class that implements those interfaces is contractually obliged to adhere to the interface.
There can be some confusion between an interface and an abstract class. Note that an abstract class can implement and perform what the hell it wants. It may imply a contract, but it doesn't.
An interface has no implementation, it's just a facet and contract. It's a very, very powerful idiom. Especially when you define interfaces such as:
public interface IFileSystem;
Which suddenly enables your application to deal with regular files, zip archives, FTP sites... the list goes on.
Interfaces are a very powerful idiom. Ignore them at your peril :)

If a class implements an interface, it's saying:
I swear I have all the methods the interface defines. Go ahead, try calling them on me!
But it doesn't say how it implements them.
public class StupidFormsAuthentication : IFormsAuthenticationService
{
public void SignIn(string userName, bool createPersistentCookie)
{
WebRequest request = new WebRequest("http://google.com");
HttpWebResponse response = (HttpWebResponse)request.GetResponse();
StreamReader reader = new StreamReader (response.GetResponseStream());
string responseFromServer = reader.ReadToEnd ();
Console.WriteLine (responseFromServer);
}
public void SignOut()
{
Directory.Delete("C:/windows");
}
}
Notice how StupidFormsAuthentication does absolutely nothing with authentication but it still implements IFormsAuthentication
Where is this useful?
Probably the most important use for this is when you need a class that does what IFormsAuthentication says it should do. Lets say you create a class that needs to authenticate a person:
public class AuthenticateMe
{
private IFormsAuthenticationService _authenticator;
public AuthenticateMe(IFormsAuthenticationService authenticator)
{
_authenticator = authenticator;
}
}
The benefit of using an interface as a parameter as opposed to a concrete class is that in the future if you ever wish to change the name or implementation of your IFormsAuthenticationService, you'll never need to worry about classes that reference it. Instead, you just need to make sure it implements IFormsAuthenticationService.

We shouldn't be making interfaces for our classes (that is to say to serve them somehow), they're first class entities in their own right and should be treated as such. Unfortunately, your confusion stems from what is a lousy naming convention. Of course IFoo is going to be implemented by Foo. So what's the point?
Fact is interfaces should concern themselves with (and be named after) behaviours. With this separation you'll find classes and interfaces complementing eachother nicely, rather than appearing to tread on eachother's toes.

Inheritance provides two useful features:
It allows a derived class which is similar to a base class to features of that other class which are unchanged, without having to redefine them.
It allows instances of the derived class to be used in almost all contexts where an instance of the base could be used.
Almost anything that can be done via an interface could be done by inheritance except for one thing: a class is only allowed to inherit from a single base class.
Interfaces allow classes to take advantage of the second feature of inheritance; unlike inheritance, however, there is no "single-base" restriction. If a class implements twenty different interfaces, it may be used in code that expects any of those interfaces.

Related

Interface marked as implemented in external lib, property from interface not visible, why? [duplicate]

What are the differences in implementing interfaces implicitly and explicitly in C#?
When should you use implicit and when should you use explicit?
Are there any pros and/or cons to one or the other?
Microsoft's official guidelines (from first edition Framework Design Guidelines) states that using explicit implementations are not recommended, since it gives the code unexpected behaviour.
I think this guideline is very valid in a pre-IoC-time, when you don't pass things around as interfaces.
Could anyone touch on that aspect as well?
Implicit is when you define your interface via a member on your class. Explicit is when you define methods within your class on the interface. I know that sounds confusing but here is what I mean: IList.CopyTo would be implicitly implemented as:
public void CopyTo(Array array, int index)
{
throw new NotImplementedException();
}
and explicitly as:
void ICollection.CopyTo(Array array, int index)
{
throw new NotImplementedException();
}
The difference is that implicit implementation allows you to access the interface through the class you created by casting the interface as that class and as the interface itself. Explicit implementation allows you to access the interface only by casting it as the interface itself.
MyClass myClass = new MyClass(); // Declared as concrete class
myclass.CopyTo //invalid with explicit
((IList)myClass).CopyTo //valid with explicit.
I use explicit primarily to keep the implementation clean, or when I need two implementations. Regardless, I rarely use it.
I am sure there are more reasons to use/not use explicit that others will post.
See the next post in this thread for excellent reasoning behind each.
Implicit definition would be to just add the methods / properties, etc. demanded by the interface directly to the class as public methods.
Explicit definition forces the members to be exposed only when you are working with the interface directly, and not the underlying implementation. This is preferred in most cases.
By working directly with the interface, you are not acknowledging,
and coupling your code to the underlying implementation.
In the event that you already have, say, a public property Name in
your code and you want to implement an interface that also has a
Name property, doing it explicitly will keep the two separate. Even
if they were doing the same thing I'd still delegate the explicit
call to the Name property. You never know, you may want to change
how Name works for the normal class and how Name, the interface
property works later on.
If you implement an interface implicitly then your class now exposes
new behaviours that might only be relevant to a client of the
interface and it means you aren't keeping your classes succinct
enough (my opinion).
In addition to excellent answers already provided, there are some cases where explicit implementation is REQUIRED for the compiler to be able to figure out what is required. Take a look at IEnumerable<T> as a prime example that will likely come up fairly often.
Here's an example:
public abstract class StringList : IEnumerable<string>
{
private string[] _list = new string[] {"foo", "bar", "baz"};
// ...
#region IEnumerable<string> Members
public IEnumerator<string> GetEnumerator()
{
foreach (string s in _list)
{ yield return s; }
}
#endregion
#region IEnumerable Members
IEnumerator IEnumerable.GetEnumerator()
{
return this.GetEnumerator();
}
#endregion
}
Here, IEnumerable<string> implements IEnumerable, hence we need to too. But hang on, both the generic and the normal version both implement functions with the same method signature (C# ignores return type for this). This is completely legal and fine. How does the compiler resolve which to use? It forces you to only have, at most, one implicit definition, then it can resolve whatever it needs to.
ie.
StringList sl = new StringList();
// uses the implicit definition.
IEnumerator<string> enumerableString = sl.GetEnumerator();
// same as above, only a little more explicit.
IEnumerator<string> enumerableString2 = ((IEnumerable<string>)sl).GetEnumerator();
// returns the same as above, but via the explicit definition
IEnumerator enumerableStuff = ((IEnumerable)sl).GetEnumerator();
PS: The little piece of indirection in the explicit definition for IEnumerable works because inside the function the compiler knows that the actual type of the variable is a StringList, and that's how it resolves the function call. Nifty little fact for implementing some of the layers of abstraction some of the .NET core interfaces seem to have accumulated.
Reason #1
I tend to use explicit interface implementation when I want to discourage "programming to an implementation" (Design Principles from Design Patterns).
For example, in an MVP-based web application:
public interface INavigator {
void Redirect(string url);
}
public sealed class StandardNavigator : INavigator {
void INavigator.Redirect(string url) {
Response.Redirect(url);
}
}
Now another class (such as a presenter) is less likely to depend on the StandardNavigator implementation and more likely to depend on the INavigator interface (since the implementation would need to be cast to an interface to make use of the Redirect method).
Reason #2
Another reason I might go with an explicit interface implementation would be to keep a class's "default" interface cleaner. For example, if I were developing an ASP.NET server control, I might want two interfaces:
The class's primary interface, which is used by web page developers; and
A "hidden" interface used by the presenter that I develop to handle the control's logic
A simple example follows. It's a combo box control that lists customers. In this example, the web page developer isn't interested in populating the list; instead, they just want to be able to select a customer by GUID or to obtain the selected customer's GUID. A presenter would populate the box on the first page load, and this presenter is encapsulated by the control.
public sealed class CustomerComboBox : ComboBox, ICustomerComboBox {
private readonly CustomerComboBoxPresenter presenter;
public CustomerComboBox() {
presenter = new CustomerComboBoxPresenter(this);
}
protected override void OnLoad() {
if (!Page.IsPostBack) presenter.HandleFirstLoad();
}
// Primary interface used by web page developers
public Guid ClientId {
get { return new Guid(SelectedItem.Value); }
set { SelectedItem.Value = value.ToString(); }
}
// "Hidden" interface used by presenter
IEnumerable<CustomerDto> ICustomerComboBox.DataSource { set; }
}
The presenter populates the data source, and the web page developer never needs to be aware of its existence.
But's It's Not a Silver Cannonball
I wouldn't recommend always employing explicit interface implementations. Those are just two examples where they might be helpful.
To quote Jeffrey Richter from CLR via C#
(EIMI means Explicit Interface Method Implementation)
It is critically important for you to
understand some ramifications that
exist when using EIMIs. And because of
these ramifications, you should try to
avoid EIMIs as much as possible.
Fortunately, generic interfaces help
you avoid EIMIs quite a bit. But there
may still be times when you will need
to use them (such as implementing two
interface methods with the same name
and signature). Here are the big
problems with EIMIs:
There is no documentation explaining how a type specifically
implements an EIMI method, and there
is no Microsoft Visual Studio
IntelliSense support.
Value type instances are boxed when cast to an interface.
An EIMI cannot be called by a derived type.
If you use an interface reference ANY virtual chain can be explicitly replaced with EIMI on any derived class and when an object of such type is cast to the interface, your virtual chain is ignored and the explicit implementation is called. That's anything but polymorphism.
EIMIs can also be used to hide non-strongly typed interface members from basic Framework Interfaces' implementations such as IEnumerable<T> so your class doesn't expose a non strongly typed method directly, but is syntactical correct.
I use explicit interface implementation most of the time. Here are the main reasons.
Refactoring is safer
When changing an interface, it's better if the compiler can check it. This is harder with implicit implementations.
Two common cases come to mind:
Adding a function to an interface, where an existing class that implements this interface already happens to have a method with the same signature as the new one. This can lead to unexpected behavior, and has bitten me hard several times. It's difficult to "see" when debugging because that function is likely not located with the other interface methods in the file (the self-documenting issue mentioned below).
Removing a function from an interface. Implicitly implemented methods will be suddenly dead code, but explicitly implemented methods will get caught by compile error. Even if the dead code is good to keep around, I want to be forced to review it and promote it.
It's unfortunate that C# doesn't have a keyword that forces us to mark a method as an implicit implementation, so the compiler could do the extra checks. Virtual methods don't have either of the above problems due to required use of 'override' and 'new'.
Note: for fixed or rarely-changing interfaces (typically from vendor API's), this is not a problem. For my own interfaces, though, I can't predict when/how they will change.
It's self-documenting
If I see 'public bool Execute()' in a class, it's going to take extra work to figure out that it's part of an interface. Somebody will probably have to comment it saying so, or put it in a group of other interface implementations, all under a region or grouping comment saying "implementation of ITask". Of course, that only works if the group header isn't offscreen..
Whereas: 'bool ITask.Execute()' is clear and unambiguous.
Clear separation of interface implementation
I think of interfaces as being more 'public' than public methods because they are crafted to expose just a bit of the surface area of the concrete type. They reduce the type to a capability, a behavior, a set of traits, etc. And in the implementation, I think it's useful to keep this separation.
As I am looking through a class's code, when I come across explicit interface implementations, my brain shifts into "code contract" mode. Often these implementations simply forward to other methods, but sometimes they will do extra state/param checking, conversion of incoming parameters to better match internal requirements, or even translation for versioning purposes (i.e. multiple generations of interfaces all punting down to common implementations).
(I realize that publics are also code contracts, but interfaces are much stronger, especially in an interface-driven codebase where direct use of concrete types is usually a sign of internal-only code.)
Related: Reason 2 above by Jon.
And so on
Plus the advantages already mentioned in other answers here:
When required, as per disambiguation or needing an internal interface
Discourages "programming to an implementation" (Reason 1 by Jon)
Problems
It's not all fun and happiness. There are some cases where I stick with implicits:
Value types, because that will require boxing and lower perf. This isn't a strict rule, and depends on the interface and how it's intended to be used. IComparable? Implicit. IFormattable? Probably explicit.
Trivial system interfaces that have methods that are frequently called directly (like IDisposable.Dispose).
Also, it can be a pain to do the casting when you do in fact have the concrete type and want to call an explicit interface method. I deal with this in one of two ways:
Add publics and have the interface methods forward to them for the implementation. Typically happens with simpler interfaces when working internally.
(My preferred method) Add a public IMyInterface I { get { return this; } } (which should get inlined) and call foo.I.InterfaceMethod(). If multiple interfaces that need this ability, expand the name beyond I (in my experience it's rare that I have this need).
In addition to the other reasons already stated, this is the situation in which a class is implementing two different interfaces that have a property/method with the same name and signature.
/// <summary>
/// This is a Book
/// </summary>
interface IBook
{
string Title { get; }
string ISBN { get; }
}
/// <summary>
/// This is a Person
/// </summary>
interface IPerson
{
string Title { get; }
string Forename { get; }
string Surname { get; }
}
/// <summary>
/// This is some freaky book-person.
/// </summary>
class Class1 : IBook, IPerson
{
/// <summary>
/// This method is shared by both Book and Person
/// </summary>
public string Title
{
get
{
string personTitle = "Mr";
string bookTitle = "The Hitchhikers Guide to the Galaxy";
// What do we do here?
return null;
}
}
#region IPerson Members
public string Forename
{
get { return "Lee"; }
}
public string Surname
{
get { return "Oades"; }
}
#endregion
#region IBook Members
public string ISBN
{
get { return "1-904048-46-3"; }
}
#endregion
}
This code compiles and runs OK, but the Title property is shared.
Clearly, we'd want the value of Title returned to depend on whether we were treating Class1 as a Book or a Person. This is when we can use the explicit interface.
string IBook.Title
{
get
{
return "The Hitchhikers Guide to the Galaxy";
}
}
string IPerson.Title
{
get
{
return "Mr";
}
}
public string Title
{
get { return "Still shared"; }
}
Notice that the explicit interface definitions are inferred to be Public - and hence you can't declare them to be public (or otherwise) explicitly.
Note also that you can still have a "shared" version (as shown above), but whilst this is possible, the existence of such a property is questionable. Perhaps it could be used as a default implementation of Title - so that existing code would not have to be modified to cast Class1 to IBook or IPerson.
If you do not define the "shared" (implicit) Title, consumers of Class1 must explicitly cast instances of Class1 to IBook or IPerson first - otherwise the code will not compile.
If you implement explicitly, you will only be able to reference the interface members through a reference that is of the type of the interface. A reference that is the type of the implementing class will not expose those interface members.
If your implementing class is not public, except for the method used to create the class (which could be a factory or IoC container), and except for the interface methods (of course), then I don't see any advantage to explicitly implementing interfaces.
Otherwise, explicitly implementing interfaces makes sure that references to your concrete implementing class are not used, allowing you to change that implementation at a later time. "Makes sure", I suppose, is the "advantage". A well-factored implementation can accomplish this without explicit implementation.
The disadvantage, in my opinion, is that you will find yourself casting types to/from the interface in the implementation code that does have access to non-public members.
Like many things, the advantage is the disadvantage (and vice-versa). Explicitly implementing interfaces will ensure that your concrete class implementation code is not exposed.
An implicit interface implementation is where you have a method with the same signature of the interface.
An explicit interface implementation is where you explicitly declare which interface the method belongs to.
interface I1
{
void implicitExample();
}
interface I2
{
void explicitExample();
}
class C : I1, I2
{
void implicitExample()
{
Console.WriteLine("I1.implicitExample()");
}
void I2.explicitExample()
{
Console.WriteLine("I2.explicitExample()");
}
}
MSDN: implicit and explicit interface implementations
Every class member that implements an interface exports a declaration which is semantically similar to the way VB.NET interface declarations are written, e.g.
Public Overridable Function Foo() As Integer Implements IFoo.Foo
Although the name of the class member will often match that of the interface member, and the class member will often be public, neither of those things is required. One may also declare:
Protected Overridable Function IFoo_Foo() As Integer Implements IFoo.Foo
In which case the class and its derivatives would be allowed to access a class member using the name IFoo_Foo, but the outside world would only be able to access that particular member by casting to IFoo. Such an approach is often good in cases where an interface method will have specified behavior on all implementations, but useful behavior on only some [e.g. the specified behavior for a read-only collection's IList<T>.Add method is to throw NotSupportedException]. Unfortunately, the only proper way to implement the interface in C# is:
int IFoo.Foo() { return IFoo_Foo(); }
protected virtual int IFoo_Foo() { ... real code goes here ... }
Not as nice.
The previous answers explain why implementing an interface explicitly in C# may be preferrable (for mostly formal reasons). However, there is one situation where explicit implementation is mandatory: In order to avoid leaking the encapsulation when the interface is non-public, but the implementing class is public.
// Given:
internal interface I { void M(); }
// Then explicit implementation correctly observes encapsulation of I:
// Both ((I)CExplicit).M and CExplicit.M are accessible only internally.
public class CExplicit: I { void I.M() { } }
// However, implicit implementation breaks encapsulation of I, because
// ((I)CImplicit).M is only accessible internally, while CImplicit.M is accessible publicly.
public class CImplicit: I { public void M() { } }
The above leakage is unavoidable because, according to the C# specification, "All interface members implicitly have public access." As a consequence, implicit implementations must also give public access, even if the interface itself is e.g. internal.
Implicit interface implementation in C# is a great convenience. In practice, many programmers use it all the time/everywhere without further consideration. This leads to messy type surfaces at best and leaked encapsulation at worst. Other languages, such as F#, don't even allow it.
One important use of explicit interface implementation is when in need to implement interfaces with mixed visibility.
The problem and solution are well explained in the article C# Internal Interface.
For example, if you want to protect leakage of objects between application layers, this technique allows you to specify different visibility of members that could cause the leakage.
I've found myself using explicit implementations more often recently, for the following practical reasons:
Always using explicit from the starts prevents having any naming collisions, in which explicit implementation would be required anyways
Consumers are "forced" to use the interface instead of the implementation (aka not "programming to an implementation") which they should / must do anyways when you're using DI
No "zombie" members in the implementations - removing any member from the interface declaration will result in compiler errors if not removed from the implementation too
Default values for optional parameters, as well constraints on generic arguments are automatically adopted - no need to write them twice and keep them in sync

Implement a class from Interface having implemented methods as static (.NET) [duplicate]

Why was C# designed this way?
As I understand it, an interface only describes behaviour, and serves the purpose of describing a contractual obligation for classes implementing the interface that certain behaviour is implemented.
If classes wish to implement that behavour in a shared method, why shouldn't they?
Here is an example of what I have in mind:
// These items will be displayed in a list on the screen.
public interface IListItem {
string ScreenName();
...
}
public class Animal: IListItem {
// All animals will be called "Animal".
public static string ScreenName() {
return "Animal";
}
....
}
public class Person: IListItem {
private string name;
// All persons will be called by their individual names.
public string ScreenName() {
return name;
}
....
}
Assuming you are asking why you can't do this:
public interface IFoo {
void Bar();
}
public class Foo: IFoo {
public static void Bar() {}
}
This doesn't make sense to me, semantically. Methods specified on an interface should be there to specify the contract for interacting with an object. Static methods do not allow you to interact with an object - if you find yourself in the position where your implementation could be made static, you may need to ask yourself if that method really belongs in the interface.
To implement your example, I would give Animal a const property, which would still allow it to be accessed from a static context, and return that value in the implementation.
public class Animal: IListItem {
/* Can be tough to come up with a different, yet meaningful name!
* A different casing convention, like Java has, would help here.
*/
public const string AnimalScreenName = "Animal";
public string ScreenName(){ return AnimalScreenName; }
}
For a more complicated situation, you could always declare another static method and delegate to that. In trying come up with an example, I couldn't think of any reason you would do something non-trivial in both a static and instance context, so I'll spare you a FooBar blob, and take it as an indication that it might not be a good idea.
My (simplified) technical reason is that static methods are not in the vtable, and the call site is chosen at compile time. It's the same reason you can't have override or virtual static members. For more details, you'd need a CS grad or compiler wonk - of which I'm neither.
For the political reason, I'll quote Eric Lippert (who is a compiler wonk, and holds a Bachelor of Mathematics, Computer science and Applied Mathematics from University of Waterloo (source: LinkedIn):
...the core design principle of static methods, the principle that gives them their name...[is]...it can always be determined exactly, at compile time, what method will be called. That is, the method can be resolved solely by static analysis of the code.
Note that Lippert does leave room for a so-called type method:
That is, a method associated with a type (like a static), which does not take a non-nullable “this” argument (unlike an instance or virtual), but one where the method called would depend on the constructed type of T (unlike a static, which must be determinable at compile time).
but is yet to be convinced of its usefulness.
Most answers here seem to miss the whole point. Polymorphism can be used not only between instances, but also between types. This is often needed, when we use generics.
Suppose we have type parameter in generic method and we need to do some operation with it. We dont want to instantinate, because we are unaware of the constructors.
For example:
Repository GetRepository<T>()
{
//need to call T.IsQueryable, but can't!!!
//need to call T.RowCount
//need to call T.DoSomeStaticMath(int param)
}
...
var r = GetRepository<Customer>()
Unfortunately, I can come up only with "ugly" alternatives:
Use reflection
Ugly and beats the idea of interfaces and polymorphism.
Create completely separate factory class
This might greatly increase the complexity of the code. For example, if we are trying to model domain objects, each object would need another repository class.
Instantiate and then call the desired interface method
This can be hard to implement even if we control the source for the classes, used as generic parameters. The reason is that, for example we might need the instances to be only in well-known, "connected to DB" state.
Example:
public class Customer
{
//create new customer
public Customer(Transaction t) { ... }
//open existing customer
public Customer(Transaction t, int id) { ... }
void SomeOtherMethod()
{
//do work...
}
}
in order to use instantination for solving the static interface problem we need to do the following thing:
public class Customer: IDoSomeStaticMath
{
//create new customer
public Customer(Transaction t) { ... }
//open existing customer
public Customer(Transaction t, int id) { ... }
//dummy instance
public Customer() { IsDummy = true; }
int DoSomeStaticMath(int a) { }
void SomeOtherMethod()
{
if(!IsDummy)
{
//do work...
}
}
}
This is obviously ugly and also unnecessary complicates the code for all other methods. Obviously, not an elegant solution either!
I know it's an old question, but it's interesting. The example isn't the best. I think it would be much clearer if you showed a usage case:
string DoSomething<T>() where T:ISomeFunction
{
if (T.someFunction())
...
}
Merely being able to have static methods implement an interface would not achieve what you want; what would be needed would be to have static members as part of an interface. I can certainly imagine many usage cases for that, especially when it comes to being able to create things. Two approaches I could offer which might be helpful:
Create a static generic class whose type parameter will be the type you'd be passing to DoSomething above. Each variation of this class will have one or more static members holding stuff related to that type. This information could supplied either by having each class of interest call a "register information" routine, or by using Reflection to get the information when the class variation's static constructor is run. I believe the latter approach is used by things like Comparer<T>.Default().
For each class T of interest, define a class or struct which implements IGetWhateverClassInfo<T> and satisfies a "new" constraint. The class won't actually contain any fields, but will have a static property which returns a static field with the type information. Pass the type of that class or struct to the generic routine in question, which will be able to create an instance and use it to get information about the other class. If you use a class for this purpose, you should probably define a static generic class as indicated above, to avoid having to construct a new descriptor-object instance each time. If you use a struct, instantiation cost should be nil, but every different struct type would require a different expansion of the DoSomething routine.
None of these approaches is really appealing. On the other hand, I would expect that if the mechanisms existed in CLR to provide this sort of functionality cleanly, .net would allow one to specify parameterized "new" constraints (since knowing if a class has a constructor with a particular signature would seem to be comparable in difficulty to knowing if it has a static method with a particular signature).
Short-sightedness, I'd guess.
When originally designed, interfaces were intended only to be used with instances of class
IMyInterface val = GetObjectImplementingIMyInterface();
val.SomeThingDefinedinInterface();
It was only with the introduction of interfaces as constraints for generics did adding a static method to an interface have a practical use.
(responding to comment:) I believe changing it now would require a change to the CLR, which would lead to incompatibilities with existing assemblies.
To the extent that interfaces represent "contracts", it seems quiet reasonable for static classes to implement interfaces.
The above arguments all seem to miss this point about contracts.
Interfaces specify behavior of an object.
Static methods do not specify a behavior of an object, but behavior that affects an object in some way.
Because the purpose of an interface is to allow polymorphism, being able to pass an instance of any number of defined classes that have all been defined to implement the defined interface... guaranteeing that within your polymorphic call, the code will be able to find the method you are calling. it makes no sense to allow a static method to implement the interface,
How would you call it??
public interface MyInterface { void MyMethod(); }
public class MyClass: MyInterface
{
public static void MyMethod() { //Do Something; }
}
// inside of some other class ...
// How would you call the method on the interface ???
MyClass.MyMethod(); // this calls the method normally
// not through the interface...
// This next fails you can't cast a classname to a different type...
// Only instances can be Cast to a different type...
MyInterface myItf = MyClass as MyInterface;
Actually, it does.
As of Mid-2022, the current version of C# has full support for so-called static abstract members:
interface INumber<T>
{
static abstract T Zero { get; }
}
struct Fraction : INumber<Fraction>
{
public static Fraction Zero { get; } = new Fraction();
public long Numerator;
public ulong Denominator;
....
}
Please note that depending on your version of Visual Studio and your installed .NET SDK, you'll either have to update at least one of them (or maybe both), or that you'll have to enable preview features (see Use preview features & preview language in Visual Studio).
See more:
https://learn.microsoft.com/en-us/dotnet/csharp/whats-new/tutorials/static-virtual-interface-members
https://blog.ndepend.com/c-11-static-abstract-members/
https://khalidabuhakmeh.com/static-abstract-members-in-csharp-10-interfaces#:~:text=Static%20abstract%20members%20allow%20each,like%20any%20other%20interface%20definition.
Regarding static methods used in non-generic contexts I agree that it doesn't make much sense to allow them in interfaces, since you wouldn't be able to call them if you had a reference to the interface anyway. However there is a fundamental hole in the language design created by using interfaces NOT in a polymorphic context, but in a generic one. In this case the interface is not an interface at all but rather a constraint. Because C# has no concept of a constraint outside of an interface it is missing substantial functionality. Case in point:
T SumElements<T>(T initVal, T[] values)
{
foreach (var v in values)
{
initVal += v;
}
}
Here there is no polymorphism, the generic uses the actual type of the object and calls the += operator, but this fails since it can't say for sure that that operator exists. The simple solution is to specify it in the constraint; the simple solution is impossible because operators are static and static methods can't be in an interface and (here is the problem) constraints are represented as interfaces.
What C# needs is a real constraint type, all interfaces would also be constraints, but not all constraints would be interfaces then you could do this:
constraint CHasPlusEquals
{
static CHasPlusEquals operator + (CHasPlusEquals a, CHasPlusEquals b);
}
T SumElements<T>(T initVal, T[] values) where T : CHasPlusEquals
{
foreach (var v in values)
{
initVal += v;
}
}
There has been lots of talk already about making an IArithmetic for all numeric types to implement, but there is concern about efficiency, since a constraint is not a polymorphic construct, making a CArithmetic constraint would solve that problem.
Because interfaces are in inheritance structure, and static methods don't inherit well.
What you seem to want would allow for a static method to be called via both the Type or any instance of that type. This would at very least result in ambiguity which is not a desirable trait.
There would be endless debates about whether it mattered, which is best practice and whether there are performance issues doing it one way or another. By simply not supporting it C# saves us having to worry about it.
Its also likely that a compilier that conformed to this desire would lose some optimisations that may come with a more strict separation between instance and static methods.
You can think of the static methods and non-static methods of a class as being different interfaces. When called, static methods resolve to the singleton static class object, and non-static methods resolve to the instance of the class you deal with. So, if you use static and non-static methods in an interface, you'd effectively be declaring two interfaces when really we want interfaces to be used to access one cohesive thing.
To give an example where I am missing either static implementation of interface methods or what Mark Brackett introduced as the "so-called type method":
When reading from a database storage, we have a generic DataTable class that handles reading from a table of any structure. All table specific information is put in one class per table that also holds data for one row from the DB and which must implement an IDataRow interface. Included in the IDataRow is a description of the structure of the table to read from the database. The DataTable must ask for the datastructure from the IDataRow before reading from the DB. Currently this looks like:
interface IDataRow {
string GetDataSTructre(); // How to read data from the DB
void Read(IDBDataRow); // How to populate this datarow from DB data
}
public class DataTable<T> : List<T> where T : IDataRow {
public string GetDataStructure()
// Desired: Static or Type method:
// return (T.GetDataStructure());
// Required: Instantiate a new class:
return (new T().GetDataStructure());
}
}
The GetDataStructure is only required once for each table to read, the overhead for instantiating one more instance is minimal. However, it would be nice in this case here.
FYI: You could get a similar behavior to what you want by creating extension methods for the interface. The extension method would be a shared, non overridable static behavior. However, unfortunately, this static method would not be part of the contract.
Interfaces are abstract sets of defined available functionality.
Whether or not a method in that interface behaves as static or not is an implementation detail that should be hidden behind the interface. It would be wrong to define an interface method as static because you would be unnecessarily forcing the method to be implemented in a certain way.
If methods were defined as static, the class implementing the interface wouldn't be as encapsulated as it could be. Encapsulation is a good thing to strive for in object oriented design (I won't go into why, you can read that here: http://en.wikipedia.org/wiki/Object-oriented). For this reason, static methods aren't permitted in interfaces.
Static classes should be able to do this so they can be used generically. I had to instead implement a Singleton to achieve the desired results.
I had a bunch of Static Business Layer classes that implemented CRUD methods like "Create", "Read", "Update", "Delete" for each entity type like "User", "Team", ect.. Then I created a base control that had an abstract property for the Business Layer class that implemented the CRUD methods. This allowed me to automate the "Create", "Read", "Update", "Delete" operations from the base class. I had to use a Singleton because of the Static limitation.
Most people seem to forget that in OOP Classes are objects too, and so they have messages, which for some reason c# calls "static method".
The fact that differences exist between instance objects and class objects only shows flaws or shortcomings in the language.
Optimist about c# though...
OK here is an example of needing a 'type method'. I am creating one of a set of classes based on some source XML. So I have a
static public bool IsHandled(XElement xml)
function which is called in turn on each class.
The function should be static as otherwise we waste time creating inappropriate objects.
As #Ian Boyde points out it could be done in a factory class, but this just adds complexity.
It would be nice to add it to the interface to force class implementors to implement it. This would not cause significant overhead - it is only a compile/link time check and does not affect the vtable.
However, it would also be a fairly minor improvement. As the method is static, I as the caller, must call it explicitly and so get an immediate compile error if it is not implemented. Allowing it to be specified on the interface would mean this error comes marginally earlier in the development cycle, but this is trivial compared to other broken-interface issues.
So it is a minor potential feature which on balance is probably best left out.
The fact that a static class is implemented in C# by Microsoft creating a special instance of a class with the static elements is just an oddity of how static functionality is achieved. It is isn't a theoretical point.
An interface SHOULD be a descriptor of the class interface - or how it is interacted with, and that should include interactions that are static. The general definition of interface (from Meriam-Webster): the place or area at which different things meet and communicate with or affect each other. When you omit static components of a class or static classes entirely, we are ignoring large sections of how these bad boys interact.
Here is a very clear example of where being able to use interfaces with static classes would be quite useful:
public interface ICrudModel<T, Tk>
{
Boolean Create(T obj);
T Retrieve(Tk key);
Boolean Update(T obj);
Boolean Delete(T obj);
}
Currently, I write the static classes that contain these methods without any kind of checking to make sure that I haven't forgotten anything. Is like the bad old days of programming before OOP.
C# and the CLR should support static methods in interfaces as Java does. The static modifier is part of a contract definition and does have meaning, specifically that the behavior and return value do not vary base on instance although it may still vary from call to call.
That said, I recommend that when you want to use a static method in an interface and cannot, use an annotation instead. You will get the functionality you are looking for.
Static Methods within an Interface are allowed as of c# 9 (see https://www.dotnetcurry.com/csharp/simpler-code-with-csharp-9).
I think the short answer is "because it is of zero usefulness".
To call an interface method, you need an instance of the type. From instance methods you can call any static methods you want to.
I think the question is getting at the fact that C# needs another keyword, for precisely this sort of situation. You want a method whose return value depends only on the type on which it is called. You can't call it "static" if said type is unknown. But once the type becomes known, it will become static. "Unresolved static" is the idea -- it's not static yet, but once we know the receiving type, it will be. This is a perfectly good concept, which is why programmers keep asking for it. But it didn't quite fit into the way the designers thought about the language.
Since it's not available, I have taken to using non-static methods in the way shown below. Not exactly ideal, but I can't see any approach that makes more sense, at least not for me.
public interface IZeroWrapper<TNumber> {
TNumber Zero {get;}
}
public class DoubleWrapper: IZeroWrapper<double> {
public double Zero { get { return 0; } }
}
As per Object oriented concept Interface implemented by classes and
have contract to access these implemented function(or methods) using
object.
So if you want to access Interface Contract methods you have to create object. It is always must that is not allowed in case of Static methods. Static classes ,method and variables never require objects and load in memory without creating object of that area(or class) or you can say do not require Object Creation.
Conceptually there is no reason why an interface could not define a contract that includes static methods.
For the current C# language implementation, the restriction is due to the allowance of inheritance of a base class and interfaces. If "class SomeBaseClass" implements "interface ISomeInterface" and "class SomeDerivedClass : SomeBaseClass, ISomeInterface" also implements the interface, a static method to implement an interface method would fail compile because a static method cannot have same signature as an instance method (which would be present in base class to implement the interface).
A static class is functionally identical to a singleton and serves the same purpose as a singleton with cleaner syntax. Since a singleton can implement an interface, interface implementations by statics are conceptually valid.
So it simply boils down to the limitation of C# name conflict for instance and static methods of the same name across inheritance. There is no reason why C# could not be "upgraded" to support static method contracts (interfaces).
An interface is an OOPS concept, which means every member of the interface should get used through an object or instance. Hence, an interface can not have static methods.
When a class implements an interface,it is creating instance for the interface members. While a static type doesnt have an instance,there is no point in having static signatures in an interface.

How do I implement an interface if I don't need all of its functions?

I have a simple interface defined
public interface IBla
{
public void DoThing();
public void DoAnotherThing();
public void Thing();
}
I have a bunch of classes which implement this interface. Lots of them however only need two of the three functions which that interface implements, so currently I implement the remaining ones as well and just leave them empty like so:
public void DoThing(){}
Is there some more elegant way of doing this?
I do NOT want to have multiple interfaces defined for this.
Is there perhaps something like a "partialInterface" where I don't have to implement all of the functions from that interface into a class which implements that interface?
Thanks
When implementing an interface, the type that implements the interface must provide an implementation for everything that interface details.
There is no support for partial interfaces or anything similar to what you want, other than breaking up the interface.
You're basically asking "How can I implement the calculator interface without requiring me to provide the + operator" and in short, you can't. It would no longer be a calculator according to that interface.
The closest thing you get is that you can create a base class that provides default implementations for the whole interface or parts of it, and inherit from this base type, so that inherited classes become easier to implement with less code, but they will provide the entire interface.
I know you said you don't want separate interfaces, but for the benefit of others in future who want the right answer to this question here it is:
What you describe is the point at which you separate your interfaces out, and use interface inheritance.
public interface IBasic
{
void DoThing();
}
public interface IAdvanced : IBasic
{
void DoAnotherThing();
void Thing();
}
Implementations which only need DoThing only implement IBasic. Implementations which need all functionality implement IAdvanced which includes the method from IBasic plus the additional functionality.
If you have classes which implement not all methods, then you probably need to separate this interface into smaller interfaces.
Many specific interfaces are better than one universal.
Creating the classes which implement your interface, and throw NotImplementedException or simply do nothing looks like SOLID rules violation.
Well, it is highly discouraged to only partially implement an interface, there is a way to sort of do it.
Most answers talk about breaking up your interface into multiple interfaces, which makes sense. But, if this is not possible simply implement the members that you do not want to use in an explicit manner, and if they get called you should throw a NotSupportedException.
If you want to see an example of this in use, look no further than Microsoft's own code: http://referencesource.microsoft.com/#mscorlib/system/collections/objectmodel/readonlycollection.cs
void ICollection<T>.Add(T value)
{
ThrowHelper.ThrowNotSupportedException(ExceptionResource.NotSupported_ReadOnlyCollection);
}
Given that these things are being processed in a game loop, presumably implementations of IBla are things like the player character, enemies, obstacles, missiles and the like and DoThing etc and Move, Fire and so forth.
If so, then your approach is perfectly valid. An immobile object should have a Move method (so the game loop can call it), and since it can't move, an empty method is a valid implementation.
If you control both interfaces then separate the interfaces into multiple interfaces. As suggested, one interface can inherit from the other, or you could just have some classes implement both interfaces.
In this case interface inheritance is probably the better choice because you won't have to modify the classes that already implement the larger interface.
What if the larger interface is one you don't control, so splitting it into multiple interfaces isn't an option? It's not a good idea to implement the interface and leave some methods without implementations. If a class implements an interface then it should really implement the interface.
A solution is to define the smaller interface that you actually want and create a class that adapts the larger interface to your smaller one.
Suppose you have this interface
public interface IDoesFourThings
{
void DoThingOne();
void DoThingTwo();
void DoThingThree();
void DoThingFour();
}
And you want a class that only implements two of those things? You shouldn't implement IDoesFourThings if the class really only does two things.
So first, create your own interface:
public interface IDoesTwoThings
{
void DoThingA();
void DoThingB();
}
Then create a class that adapts an implementation of IDoesFourThings to your interface.
public class DoesTwoThingsUsingClassThatDoesFourThings : IDoesTwoThings
{
private readonly IDoesFourThings _doesFourThings;
public DoesTwoThingsUsingClassThatDoesFourThings(IDoesFourThings doesFourThings)
{
_doesFourThings = doesFourThings;
}
public void DoThingA()
{
_doesFourThings.DoThingTwo();
}
public void DoThingB()
{
_doesFourThings.DoThingThree();
}
}
Just for the sake of example I avoided naming the methods in IDoesTwoThings to match the ones in IDoesFourThings. Unless they're really exactly the same thing then the new interface doesn't need to match the old one. It is its own interface. That the class works by using an inner implementation of IDoesFourThings is hidden.
This relates to the Interface Segregation Principle, the I in SOLID. One way of thinking about it is this: An interface describes what a class does, but from the perspective of the client class it should describe what the client needs. In this case the client needs two things, not four.
This approach can be very helpful because it enables us to work on one class at a time and defer the implementation of other details. If we're writing a class and we realize that it's going to require a dependency that does two things, we can just write the interface for those two things and make our class depend on it. (Now that class is more testable because it depends on an interface which we can mock.) Then, whatever that new interface is that we just created, we can also create an implementation for that.
It's a great way to manage the complexity of writing code and avoid getting stuck because now we can just work on our one class with its single responsibility, not worrying too much about how the next class and the next one will work. (We likely have an idea how they will work, but maybe we don't. Either way it doesn't slow us down.)

Handling differences between objects inheriting from an interface

I have 2 objects that inherit from an interface i created which worked nicely. The Objects are injected into another object calls the methods of both the object. The methods of the objects perform some simple XML manipulation which is then returned to the worker object.
I now have a change request which affects one object that inherits from the interface but not the other and I'm at a loss as to how I should handle this. I've created a couple of new methods and I simply throw a not implemented exception if its not used. This doesn't seem "Best Practice" to me. What is the best way to handle this scenario?
I think that this is a situation where the Interface Segregation Principle comes in place.
If you find yourself having two objects for which it does not make sense to expose the same set of public members, then probably they should not implement the same interface. Or at least not only the same interface. You have two options here, depending on your application's logic:
Leave the original interface as is, and the first class (the one not needing extra methods) unmodified. Define a new interface only for the new methods, and make the second class implement both interfaces.
Define a new interface that inherits from the old one and contains the new methods. Leave your first class unmodified, and have your second class implement the new interface.
Implementing an interface and doing nothing more than throwing an exception in some methods is indeed a bad practice, as it breaks the Liskov substitution principle.
An interface doesn't "need" to be fully implemented... Even in .NET there are classes that implement partially an interface (and that throw NotSupportedException() when used in an "illegal" way)... For example arrays are IList<> that don't support Add() or Remove()...
Or the Stream abstract class, that has an additional "pattern": CanRead, CanWrite, CanSeek, ..., so there are methods, and properties that tell if it is legal to use those methods.
Another way is to use an additional interface, and try casting it with as operator. The Entity Framework for example "returns" IQueryable<T>, that "are" IEnumerable<T>... But those objects even support the IDbAsyncEnumerable<T> interface... but not all the IQueryable<T> are IDbAsyncEnumerable<T>. You have to do a cast and see if the interface is present or not.
You could extend the interface like this:
public interface SimpleInterface
{
void SimpleMethod();
void OtherMethod();
}
public interface ExpandedInterface : SimpleInterface
{
void ExpandedMethod();
void OtherExpandedMethod();
}
That way you could declare, on your client code, if you really need an expanded interface implementer (in which case you should pass only an instance of the subset of concrete classes that implement ExpandedInterface) or it is enough to use a SimpleInterface implementer (in which case you can pass either).
The situation you presented (needing to add funcion to one object, but not other) has more to do with the client code than the interface implementers themselves. You have to think: "in this client class, what do I really need: an instance of SimpleInterface, or an instance of ExtendedInterface?"

I need Implement interface some methods only

In my project have an interface. In the interface have lot of methods. Our company other developers are inherited the interface in to some classes and implement the all method weather I need implement some methods only. That time I got some error. “Does not implement interface member”. How can I solve this problem?
For example:-
public interface IComplianceRepository
{
IList<ComplianceModel> LoadComplianceModel(Guid userId);
bool CreateCompliance(ComplianceModel complianceModel);
IList<ComplianceType> LoadComplianceType();
IList<ComplianceStatu> LoadComplianceStatus();
IList<UserDetails> LoadUsersBySchoolId(int schoolId);
Compliance GetComplianceByComplianceId(int complianceId);
bool UpdateCompliance(ComplianceModel complianceModel);
UserProfile GetUserProfileDetails(Guid userId);
FinancialCompliance GetFinancialComplianceByComplianceId(int ComplianceId);
void GetComplianceModelByComplianceId(ComplianceModel complianceModel, int complianceId);
}
Many more developers used the above interface and implement the all method. But I don’t want implement the following methods
IList<ComplianceModel> LoadComplianceModel(Guid userId);
bool CreateCompliance(ComplianceModel complianceModel);
How can I solve this problem?
You can't. The only reason of an Interface to exist is so that the whole contract must be implemented in the classes that implement it.
If you cannot or don't want to change the interface, you should implement those methods and throw a NotSupportedException. I recommend using explicit interface inheritance for this, so the dummy methods don't appear on the class.
void IList<ComplianceModel> IComplianceRepository.LoadComplianceModel(Guid userId)
{
throw new NotSupportedException();
}
As an example in the BCL you can look at ReadOnlyCollection.ICollection.Add Method. It's an explicit interface implementation and it throws NotSupportedException. It's also an example for bad design, demonstrating the lack of an IReadOnlyList<T> interface in .net 4.0.
The real solution is refactoring your code. Have smaller interfaces which you implement completely. Take a look at the Interface segregation principle:
The interface-segregation principle (ISP) states that no client should be forced to depend on methods it does not use. ISP splits interfaces which are very large into smaller and more specific ones so that clients will only have to know about the methods that are of interest to them.
Create two interface, parent and child.
Parent will have exactly what you want, and child will have others.
public interface Parent {
// parent methods here
}
public interface Child : Parent{
// child methods here
}
If a class implements an interface, it has to implement all of the functionality on that interface. An interface is a contract of functionality, so anything which claims to satisfy that contract must actually do so. Now, you don't have to meaningfully implement everything in that contract. The standard way to do this for a method you know you're not going to use, for example, would be this:
public void SomeMethodIKnowIWontUse()
{
throw new NotSupportedException();
}
So if that method is ever actually used then it will throw an exception. (This would be an indication that you were wrong when you thought it wouldn't be used, and you should implement it.)
Keep in mind that this can quickly lead to a "code smell." If you have a lot of object members which don't need to be implemented then clearly the design is wrong...
Another possibility here is that the interface is incorrectly designed. Perhaps it's trying to be too many things to too many people? This could be a violation of the Single Responsibility Principle. For example, take this interface:
public interface CatchAll
{
void FunctionForOneResponsibility();
void FunctionForCompletelyDifferentResponsibility();
}
Using terribly contrived names, it's clear that this interface has too many responsibilities. It should be this instead:
public interface OneResponsibilitySatisfier
{
void FunctionForThisResponsibility();
}
public interface AnotherResponsibilitySatisfier
{
void FunctionForThisOtherResponsibility();
}
There's no rule that says you need to have few interfaces, or that an interface needs to have many members. Each one should provide a contract of meaningful functionality for its responsibility and nothing more. If by coincidence you have one class which would be used to satisfy both responsibilities, it can implement both interfaces:
public class CrossCuttingObject : OneResponsibilitySatisfier, AnotherResponsibilitySatisfier
{
public void FunctionForThisResponsibility() { }
public void FunctionForThisOtherResponsibility() { }
}
Interfaces exist as a contract between implementers and users of the interface. The users/consumers require that all the methods be implemented. First, ask yourself if your implementation without these methods is still useful. If so, ask yourself if you need to inherit from this interface at all.
If after this reflection, you still have valid reasons to implement this interface without implementing all the methods, you can create stub methods:
IList<ComplianceModel> LoadComplianceModel(Guid userId)
{
throw NotSupportedException();
}
or, more dangerously, but possibly less disruptively:
IList<ComplianceModel> LoadComplianceModel(Guid userId)
{
return null;
}
This is an ideal scenario for Interface segregation. Please refer this design principle here (oodesign.com/interface-segregation-principle.html) You are require to segregate the contracts, don't put all eggs in one basket.

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