Using The Interface Methods I Want Based On The Implementation - c#

I have two basic interface-related concepts that I need to have a better
understanding of.
1) How do I use interfaces if I only want to use some of the interface
methods in a given class? For example, my FriendlyCat class inherits from
Cat and implements ICatSounds. ICatSounds exposes MakeSoftPurr() and
MakeLoudPurr() and MakePlayfulMeow(). But, it also exposes MakeHiss()
and MakeLowGrowl() - both of which I don't need for my FriendlyCat class.
When I try to implement only some of the methods exposed by the interface
the compiler complains that the others (that I don't need) have not been
implemented.
Is the answer to this that I must create an interface that only contains
the methods that I want to expose? For example, from my CatSounds class, I
would create IFriendlyCatSounds? If this is true, then what happens when
I want to use the other methods in another situation? Do I need to create
another custom-tailored interface? This doesn't seem like good design to me.
It seems like I should be able to create an interface with all of the
relevant methods (ICatSounds) and then pick and choose which methods I
am using based on the implementation (FriendlyCat).
2) My second question is pretty basic but still a point of confusion for
me. When I implement the interface (using Shift + Alt + F10) I get the interface's
methods with "throw new NotImplementedException();" in the body. What
else do I need to be doing besides referencing the interface method that
I want to expose in my class? I am sure this is a big conceptual oops, but
similar to inheriting from a base class, I want to gain access to the methods
exposed by the interface wihtout adding to or changing them. What is the
compiler expecting me to implement?
-- EDIT --
I understand #1 now, thanks for your answers. But I still need further elaboration
on #2. My initial understanding was that an interface was a reflection of a the fully
designed methods of a given class. Is that wrong? So, if ICatSounds has
MakeSoftPurr() and MakeLoudPurr(), then both of those functions exist in
CatSounds and do what they imply. Then this:
public class FriendlyCat: Cat, ICatSounds
{
...
public void ICatSounds.MakeLoudPurr()
{
throw new NotImplementedException();
}
public void ICatSounds.MakeSoftPurr()
{
throw new NotImplementedException();
}
}
is really a reflection of of code that already exists so why am
I implementing anything? Why can't I do something like:
FriendlyCat fcat = new FriendlyCat();
fcat.MakeSoftPurr();
If the answer is, as I assume it will be, that the method has no
code and therefore will do nothing. Then, if I want these methods
to behave exactly as the methods in the class for which the interface
is named, what do I do?
Thanks again in advance...

An interface is a contract. You have to provide at least stubs for all of the methods. So designing a good interface is a balancing act between having lots of little interfaces (thus having to use several of them to get anything done), and having large, complex interfaces that you only use (or implement) parts of. There is no hard an fast rule for how to choose.
But you do need to keep in mind that once you ship your first version of the code, it becomes a lot more difficult to change your interfaces. It's best to think at least a little bit ahead when you design them.
As for implementation, it's pretty common to see code that stubs the methods that aren't written yet, and throws a NotImplemented exception. You don't really want to ship NotImplemented in most cases, but it's a good get around the problem of not having the code compile because you havn't implemented required parts of the interface yet.

There's at least one example in the framework of "deliberately" not implementing all of an interface's contract in a class: ReadOnlyCollection<T>
Since this class implements IList<T>, it has to have an "Insert" method, which makes no sense in a read-only collection.
The way Microsoft have implemented it is quite interesting. Firstly, they implement the method explicitly, something like this:
public class ReadOnlyCollection<T> : IList<T>
{
public void IList<T>.Insert(int index, T item)
{
throw new NotSupportedException();
}
/* ... rest of IList<T> implemented normally */
}
This means that users of ReadOnlyCollection<T> don't see the Insert method in intellisense - they would only see it if it were cast to IList<T> first.
Having to do this is really a hint that your interface hierarchy is a bit messed up and needs refactoring, but it's an option if you have no control over the interfaces (or need backwards compatibility, which is probably why MS decided to take this route in the framework).

You have to implement all the methods in your interface. Create two interfaces, IHappyCatSounds and IMeanCatSounds, split out those methods. Don't implement IMeanCatSounds in FriendlyCat, because a friendly cat is not a mean cat. You have to think about an interface as a contract. When you write the interface, you are guaranteeing that every class that implements the interface will have those members.
It throws a NotImplementedException because you haven't implemented it yet. The compiler is expecting you to implement the code that would be completed when the cat purrs, meows or hisses. An interface doesn't have code in it. It's simply nothing more than a contract for any class that implements it, so you can't really "access the code" the interface implements, because the interface doesn't implement any code. You implement the code when you inherit from the interface.
For example:
// this is the interface, or the "contract". It guarantees
// that anything that implements IMeowingCat will have a void
// that takes no parameters, named Meow.
public class IMeowingCat
{
void Meow();
}
// this class, which implements IMeowingCat is the "interface implementation".
// *You* write the code in here.
public class MeowingCat : IMeowingCat
{
public void Meow
{
Console.WriteLine("Meow. I'm hungry");
}
}
I'd strongly suggest picking up a copy of The Object Oriented Thought Process, and read it through in it's entirety. It's short, but it should help you to clear things up.
For starters, though, I'd read this and this.

Imagine that you could "pick and choose." For example, suppose you were allowed to not implement ICatSounds.MakeHiss() on FriendlyCat. Now what happens when a user of your classes writes the following code?
public ICatSounds GetCat()
{
return new FriendlyCat();
}
ICatSounds cat = GetCat();
cat.MakeHiss();
The compiler has to let this pass: after all, GetCat is returning an ICatSounds, it's being assigned to an ICatSounds variable and ICatSounds has a MakeHiss method. But what happens when the code runs? .NET finds itself calling a method that doesn't exist.
This would be bad if it were allowed to happen. So the compiler requires you to implement all the methods in the interface. Your implementation is allowed to throw exceptions, such as NotImplementedException or NotSupportedException, if you want to: but the methods have to exist; the runtime has to be able to at least call them, even if they blow up.
See also Liskov Substitution Principle. Basically, the idea is that if FriendlyCat is an ICatSounds, it has to be substitutable anywhere an ICatSounds is used. A FriendlyCat without a MakeHiss method is not substitutable because users of ICatSounds could use the MakeHiss method but users of FriendlyCat couldn't.

A few thoughts:
Interface Separation Principle. Interfaces should be as small as possible, and only contain things that cannot be separated. Since MakePlayfulMeow() and MakeHiss() are not intrinsically tied together, they should be on two separate interfaces.
You're running into a common problem with deep inheritance trees, especially of the type of inheritance that you're describing. Namely, there's commonly three objects that have three different behaviors in common, only none of them share the same set. So a Lion might Lick() and Roar(), a Cheetah might Meow() and Lick(), and an AlienCat might Roar() and Meow(). In this scenario, there's no clear inheritance hierarchy that makes sense. Because of situations like these, it often makes more sense to separate the behaviors into separate classes, and then create aggregates that combine the appropriate behaviors.
Consider whether that's the right design anyway. You normally don't tell a cat to purr, you do something to it that causes it to purr. So instead of MakePlayfulMeow() as a method on the cat, maybe it makes more sense to have a Show(Thing) method on the cat, and if the cat sees a Toy object, it can decide to emit an appropriate sound. In other words, instead of thinking of your program as manipulating objects, think of your program as a series of interactions between objects. In this type of design, interfaces often end up looking less like 'things that can be manipulated' and more like 'messages that an object can send'.
Consider something closer to a data-driven, discoverable approach rather than a more static approach. Instead of Cat.MakePlayfulMeow(), it might make more sense to have something like Cat.PerformAction(new PlayfulMeowAction()). This gives an easy way of having a more generic interface, which can still be discoverable (Cat.GetPossibleActions()), and helps solve some of the 'Lions can't purr' issues common in deep inheritance hierarchies.
Another way of looking at things is to not make interfaces necessarily match class definitions 1:1. Consider a class to define what something is, and an interface as something to describe its capabilities. So whether FriendlyCat should inherit from something is a reasonable question, but the interfaces it exposes should be a description of its capabilities. This is slightly different, but not totally incompatible, from the idea of 'interfaces as message declarations' that I suggested in the third point.

Related

What is the purpose to use an empty interface? [duplicate]

I am looking at nServiceBus and came over this interface
namespace NServiceBus
{
public interface IMessage
{
}
}
What is the use of an empty interface?
Usually it's to signal usage of a class. You can implement IMessage to signal that your class is a message. Other code can then use reflection to see if your objects are meant to be used as messages and act accordingly.
This is something that was used in Java a lot before they had annotations. In .Net it's cleaner to use attributes for this.
#Stimpy77 Thanks! I hadn't thought of it that way.
I hope you'll allow me to rephrase your comment in a more general way.
Annotations and attributes have to be checked at runtime using reflection. Empty interfaces can be checked at compile-time using the type-system in the compiler. This brings no overhead at runtime at all so it is faster.
Also known as a Marker Interface:
http://en.wikipedia.org/wiki/Marker_interface_pattern
In java Serializable is the perfect example for this. It defines no methods but every class that "implements" it has to make sure, that it is really serializable and holds no reference to things that cannot be serialized, like database connections, open files etc.
In Java, empty interfaces were usually used for "tagging" classes - these days annotations would normally be used.
It's just a way of adding a bit of metadata to a class saying, "This class is suitable for <this> kind of use" even when no common members will be involved.
Normally it's similar to attributes. Using attributes is a preferred to empty interfaces (at least as much as FxCop is aware). However .NET itself uses some of these interfaces like IRequiresSessionState and IReadOnlySessionState. I think there is performance loss in metadata lookup when you use attributes that made them use interfaces instead.
An empty interface acts simply as a placeholder for a data type no better specified in its interface behaviour.
In Java, the mechanism of the interface extension represents a good example of use. For example, let's say that we've the following
interface one {}
interface two {}
interface three extends one, two {}
Interface three will inherit the behaviour of 'one' and 'two', and so
class four implements three { ... }
has to specify the two methods, being of type 'three'.
As you can see, from the above example, empty interface can be seen also as a point of multiple inheritance (not allowed in Java).
Hoping this helps to clarify with a further viewpoint.
They're called "Mark Interfaces" and are meant to signal instances of the marked classes.
For example... in C++ is a common practice to mark as "ICollectible" objects so they can be stored in generic non typed collections.
So like someone over says, they're to signal some object supported behavior, like ability to be collected, serialized, etc.
Been working with NServiceBus for the past year. While I wouldn't speak for Udi Dahan my understanding is that this interface is indeed used as a marker primarily.
Though I'd suggest you ask the man himself if he'd had thoughts of leaving this for future extension. My bet is no, as the mantra seems to be to keep messages very simple or at least practically platform agnostic.
Others answer well on the more general reasons for empty interfaces.
I'd say its used for "future" reference or if you want to share some objects, meaning you could have 10 classes each implementing this interface.
And have them sent to a function for work on them, but if the interface is empty, I'd say its just "pre"-work.
Empty interfaces are used to document that the classes that implement a given interface have a certain behaviour
For example in java the Cloneable interface in Java is an empty interface. When a class implements the Cloneable interface you know that you can call run the clone() on it.
Empty interfaces are used to mark the class, at run time type check can be performed using the interfaces.
For example
An application of marker interfaces from the Java programming language is the Serializable interface. A class implements this interface to indicate that its non-transient data members can be written to an ObjectOutputStream. The ObjectOutputStream private method writeObject() contains a series of instanceof tests to determine writeability, one of which looks for the Serializable interface. If any of these tests fails, the method throws a NotSerializableException.
An empty interface can be used to classify classes under a specific purpose. (Marker Interface)
Example : Database Entities
public interface IEntity {
}
public class Question implements IEntity {
// Implementation Goes Here
}
public class Answer implements IEntity {
// Implementation Goes Here
}
For Instance, If you will be using Generic Repository(ex. IEntityRepository), using generic constraints, you can prevent the classes that do not implement the IEntity interface from being sent by the developers.

Why use Interfaces to return and hold data(collections)? [duplicate]

I have seen this mentioned a few times and I am not clear on what it means. When and why would you do this?
I know what interfaces do, but the fact I am not clear on this makes me think I am missing out on using them correctly.
Is it just so if you were to do:
IInterface classRef = new ObjectWhatever()
You could use any class that implements IInterface? When would you need to do that? The only thing I can think of is if you have a method and you are unsure of what object will be passed except for it implementing IInterface. I cannot think how often you would need to do that.
Also, how could you write a method that takes in an object that implements an interface? Is that possible?
There are some wonderful answers on here to this questions that get into all sorts of great detail about interfaces and loosely coupling code, inversion of control and so on. There are some fairly heady discussions, so I'd like to take the opportunity to break things down a bit for understanding why an interface is useful.
When I first started getting exposed to interfaces, I too was confused about their relevance. I didn't understand why you needed them. If we're using a language like Java or C#, we already have inheritance and I viewed interfaces as a weaker form of inheritance and thought, "why bother?" In a sense I was right, you can think of interfaces as sort of a weak form of inheritance, but beyond that I finally understood their use as a language construct by thinking of them as a means of classifying common traits or behaviors that were exhibited by potentially many non-related classes of objects.
For example -- say you have a SIM game and have the following classes:
class HouseFly inherits Insect {
void FlyAroundYourHead(){}
void LandOnThings(){}
}
class Telemarketer inherits Person {
void CallDuringDinner(){}
void ContinueTalkingWhenYouSayNo(){}
}
Clearly, these two objects have nothing in common in terms of direct inheritance. But, you could say they are both annoying.
Let's say our game needs to have some sort of random thing that annoys the game player when they eat dinner. This could be a HouseFly or a Telemarketer or both -- but how do you allow for both with a single function? And how do you ask each different type of object to "do their annoying thing" in the same way?
The key to realize is that both a Telemarketer and HouseFly share a common loosely interpreted behavior even though they are nothing alike in terms of modeling them. So, let's make an interface that both can implement:
interface IPest {
void BeAnnoying();
}
class HouseFly inherits Insect implements IPest {
void FlyAroundYourHead(){}
void LandOnThings(){}
void BeAnnoying() {
FlyAroundYourHead();
LandOnThings();
}
}
class Telemarketer inherits Person implements IPest {
void CallDuringDinner(){}
void ContinueTalkingWhenYouSayNo(){}
void BeAnnoying() {
CallDuringDinner();
ContinueTalkingWhenYouSayNo();
}
}
We now have two classes that can each be annoying in their own way. And they do not need to derive from the same base class and share common inherent characteristics -- they simply need to satisfy the contract of IPest -- that contract is simple. You just have to BeAnnoying. In this regard, we can model the following:
class DiningRoom {
DiningRoom(Person[] diningPeople, IPest[] pests) { ... }
void ServeDinner() {
when diningPeople are eating,
foreach pest in pests
pest.BeAnnoying();
}
}
Here we have a dining room that accepts a number of diners and a number of pests -- note the use of the interface. This means that in our little world, a member of the pests array could actually be a Telemarketer object or a HouseFly object.
The ServeDinner method is called when dinner is served and our people in the dining room are supposed to eat. In our little game, that's when our pests do their work -- each pest is instructed to be annoying by way of the IPest interface. In this way, we can easily have both Telemarketers and HouseFlys be annoying in each of their own ways -- we care only that we have something in the DiningRoom object that is a pest, we don't really care what it is and they could have nothing in common with other.
This very contrived pseudo-code example (that dragged on a lot longer than I anticipated) is simply meant to illustrate the kind of thing that finally turned the light on for me in terms of when we might use an interface. I apologize in advance for the silliness of the example, but hope that it helps in your understanding. And, to be sure, the other posted answers you've received here really cover the gamut of the use of interfaces today in design patterns and development methodologies.
The specific example I used to give to students is that they should write
List myList = new ArrayList(); // programming to the List interface
instead of
ArrayList myList = new ArrayList(); // this is bad
These look exactly the same in a short program, but if you go on to use myList 100 times in your program you can start to see a difference. The first declaration ensures that you only call methods on myList that are defined by the List interface (so no ArrayList specific methods). If you've programmed to the interface this way, later on you can decide that you really need
List myList = new TreeList();
and you only have to change your code in that one spot. You already know that the rest of your code doesn't do anything that will be broken by changing the implementation because you programmed to the interface.
The benefits are even more obvious (I think) when you're talking about method parameters and return values. Take this for example:
public ArrayList doSomething(HashMap map);
That method declaration ties you to two concrete implementations (ArrayList and HashMap). As soon as that method is called from other code, any changes to those types probably mean you're going to have to change the calling code as well. It would be better to program to the interfaces.
public List doSomething(Map map);
Now it doesn't matter what kind of List you return, or what kind of Map is passed in as a parameter. Changes that you make inside the doSomething method won't force you to change the calling code.
Programming to an interface is saying, "I need this functionality and I don't care where it comes from."
Consider (in Java), the List interface versus the ArrayList and LinkedList concrete classes. If all I care about is that I have a data structure containing multiple data items that I should access via iteration, I'd pick a List (and that's 99% of the time). If I know that I need constant-time insert/delete from either end of the list, I might pick the LinkedList concrete implementation (or more likely, use the Queue interface). If I know I need random access by index, I'd pick the ArrayList concrete class.
Programming to an interface has absolutely nothing to do with abstract interfaces like we see in Java or .NET. It isn't even an OOP concept.
What it means is don't go messing around with the internals of an object or data structure. Use the Abstract Program Interface, or API, to interact with your data. In Java or C# that means using public properties and methods instead of raw field access. For C that means using functions instead of raw pointers.
EDIT: And with databases it means using views and stored procedures instead of direct table access.
Using interfaces is a key factor in making your code easily testable in addition to removing unnecessary couplings between your classes. By creating an interface that defines the operations on your class, you allow classes that want to use that functionality the ability to use it without depending on your implementing class directly. If later on you decide to change and use a different implementation, you need only change the part of the code where the implementation is instantiated. The rest of the code need not change because it depends on the interface, not the implementing class.
This is very useful in creating unit tests. In the class under test you have it depend on the interface and inject an instance of the interface into the class (or a factory that allows it to build instances of the interface as needed) via the constructor or a property settor. The class uses the provided (or created) interface in its methods. When you go to write your tests, you can mock or fake the interface and provide an interface that responds with data configured in your unit test. You can do this because your class under test deals only with the interface, not your concrete implementation. Any class implementing the interface, including your mock or fake class, will do.
EDIT: Below is a link to an article where Erich Gamma discusses his quote, "Program to an interface, not an implementation."
http://www.artima.com/lejava/articles/designprinciples.html
You should look into Inversion of Control:
Martin Fowler: Inversion of Control Containers and the Dependency Injection pattern
Wikipedia: Inversion of Control
In such a scenario, you wouldn't write this:
IInterface classRef = new ObjectWhatever();
You would write something like this:
IInterface classRef = container.Resolve<IInterface>();
This would go into a rule-based setup in the container object, and construct the actual object for you, which could be ObjectWhatever. The important thing is that you could replace this rule with something that used another type of object altogether, and your code would still work.
If we leave IoC off the table, you can write code that knows that it can talk to an object that does something specific, but not which type of object or how it does it.
This would come in handy when passing parameters.
As for your parenthesized question "Also, how could you write a method that takes in an object that implements an Interface? Is that possible?", in C# you would simply use the interface type for the parameter type, like this:
public void DoSomethingToAnObject(IInterface whatever) { ... }
This plugs right into the "talk to an object that does something specific." The method defined above knows what to expect from the object, that it implements everything in IInterface, but it doesn't care which type of object it is, only that it adheres to the contract, which is what an interface is.
For instance, you're probably familiar with calculators and have probably used quite a few in your days, but most of the time they're all different. You, on the other hand, knows how a standard calculator should work, so you're able to use them all, even if you can't use the specific features that each calculator has that none of the other has.
This is the beauty of interfaces. You can write a piece of code, that knows that it will get objects passed to it that it can expect certain behavior from. It doesn't care one hoot what kind of object it is, only that it supports the behavior needed.
Let me give you a concrete example.
We have a custom-built translation system for windows forms. This system loops through controls on a form and translate text in each. The system knows how to handle basic controls, like the-type-of-control-that-has-a-Text-property, and similar basic stuff, but for anything basic, it falls short.
Now, since controls inherit from pre-defined classes that we have no control over, we could do one of three things:
Build support for our translation system to detect specifically which type of control it is working with, and translate the correct bits (maintenance nightmare)
Build support into base classes (impossible, since all the controls inherit from different pre-defined classes)
Add interface support
So we did nr. 3. All our controls implement ILocalizable, which is an interface that gives us one method, the ability to translate "itself" into a container of translation text/rules. As such, the form doesn't need to know which kind of control it has found, only that it implements the specific interface, and knows that there is a method where it can call to localize the control.
Code to the Interface Not the Implementation has NOTHING to do with Java, nor its Interface construct.
This concept was brought to prominence in the Patterns / Gang of Four books but was most probably around well before that. The concept certainly existed well before Java ever existed.
The Java Interface construct was created to aid in this idea (among other things), and people have become too focused on the construct as the centre of the meaning rather than the original intent. However, it is the reason we have public and private methods and attributes in Java, C++, C#, etc.
It means just interact with an object or system's public interface. Don't worry or even anticipate how it does what it does internally. Don't worry about how it is implemented. In object-oriented code, it is why we have public vs. private methods/attributes. We are intended to use the public methods because the private methods are there only for use internally, within the class. They make up the implementation of the class and can be changed as required without changing the public interface. Assume that regarding functionality, a method on a class will perform the same operation with the same expected result every time you call it with the same parameters. It allows the author to change how the class works, its implementation, without breaking how people interact with it.
And you can program to the interface, not the implementation without ever using an Interface construct. You can program to the interface not the implementation in C++, which does not have an Interface construct. You can integrate two massive enterprise systems much more robustly as long as they interact through public interfaces (contracts) rather than calling methods on objects internal to the systems. The interfaces are expected to always react the same expected way given the same input parameters; if implemented to the interface and not the implementation. The concept works in many places.
Shake the thought that Java Interfaces have anything what-so-ever to do with the concept of 'Program to the Interface, Not the Implementation'. They can help apply the concept, but they are not the concept.
It sounds like you understand how interfaces work but are unsure of when to use them and what advantages they offer. Here are a few examples of when an interface would make sense:
// if I want to add search capabilities to my application and support multiple search
// engines such as Google, Yahoo, Live, etc.
interface ISearchProvider
{
string Search(string keywords);
}
then I could create GoogleSearchProvider, YahooSearchProvider, LiveSearchProvider, etc.
// if I want to support multiple downloads using different protocols
// HTTP, HTTPS, FTP, FTPS, etc.
interface IUrlDownload
{
void Download(string url)
}
// how about an image loader for different kinds of images JPG, GIF, PNG, etc.
interface IImageLoader
{
Bitmap LoadImage(string filename)
}
then create JpegImageLoader, GifImageLoader, PngImageLoader, etc.
Most add-ins and plugin systems work off interfaces.
Another popular use is for the Repository pattern. Say I want to load a list of zip codes from different sources
interface IZipCodeRepository
{
IList<ZipCode> GetZipCodes(string state);
}
then I could create an XMLZipCodeRepository, SQLZipCodeRepository, CSVZipCodeRepository, etc. For my web applications, I often create XML repositories early on so I can get something up and running before the SQL Database is ready. Once the database is ready I write an SQLRepository to replace the XML version. The rest of my code remains unchanged since it runs solely off of interfaces.
Methods can accept interfaces such as:
PrintZipCodes(IZipCodeRepository zipCodeRepository, string state)
{
foreach (ZipCode zipCode in zipCodeRepository.GetZipCodes(state))
{
Console.WriteLine(zipCode.ToString());
}
}
It makes your code a lot more extensible and easier to maintain when you have sets of similar classes. I am a junior programmer, so I am no expert, but I just finished a project that required something similar.
I work on client side software that talks to a server running a medical device. We are developing a new version of this device that has some new components that the customer must configure at times. There are two types of new components, and they are different, but they are also very similar. Basically, I had to create two config forms, two lists classes, two of everything.
I decided that it would be best to create an abstract base class for each control type that would hold almost all of the real logic, and then derived types to take care of the differences between the two components. However, the base classes would not have been able to perform operations on these components if I had to worry about types all of the time (well, they could have, but there would have been an "if" statement or switch in every method).
I defined a simple interface for these components and all of the base classes talk to this interface. Now when I change something, it pretty much 'just works' everywhere and I have no code duplication.
A lot of explanation out there, but to make it even more simpler. Take for instance a List. One can implement a list with as:
An internal array
A linked list
Other implementations
By building to an interface, say a List. You only code as to definition of List or what List means in reality.
You could use any type of implementation internally say an array implementation. But suppose you wish to change the implementation for some reason say a bug or performance. Then you just have to change the declaration List<String> ls = new ArrayList<String>() to List<String> ls = new LinkedList<String>().
Nowhere else in code, will you have to change anything else; Because everything else was built on the definition of List.
If you program in Java, JDBC is a good example. JDBC defines a set of interfaces but says nothing about the implementation. Your applications can be written against this set of interfaces. In theory, you pick some JDBC driver and your application would just work. If you discover there's a faster or "better" or cheaper JDBC driver or for whatever reason, you can again in theory re-configure your property file, and without having to make any change in your application, your application would still work.
I am a late comer to this question, but I want to mention here that the line "Program to an interface, not an implementation" had some good discussion in the GoF (Gang of Four) Design Patterns book.
It stated, on p. 18:
Program to an interface, not an implementation
Don't declare variables to be instances of particular concrete classes. Instead, commit only to an interface defined by an abstract class. You will find this to be a common theme of the design patterns in this book.
and above that, it began with:
There are two benefits to manipulating objects solely in terms of the interface defined by abstract classes:
Clients remain unaware of the specific types of objects they use, as long as the objects adhere to the interface that clients expect.
Clients remain unaware of the classes that implement these objects. Clients only know about the abstract class(es) defining the interface.
So in other words, don't write it your classes so that it has a quack() method for ducks, and then a bark() method for dogs, because they are too specific for a particular implementation of a class (or subclass). Instead, write the method using names that are general enough to be used in the base class, such as giveSound() or move(), so that they can be used for ducks, dogs, or even cars, and then the client of your classes can just say .giveSound() rather than thinking about whether to use quack() or bark() or even determine the type before issuing the correct message to be sent to the object.
Programming to Interfaces is awesome, it promotes loose coupling. As #lassevk mentioned, Inversion of Control is a great use of this.
In addition, look into SOLID principals. here is a video series
It goes through a hard coded (strongly coupled example) then looks at interfaces, finally progressing to a IoC/DI tool (NInject)
To add to the existing posts, sometimes coding to interfaces helps on large projects when developers work on separate components simultaneously. All you need is to define interfaces upfront and write code to them while other developers write code to the interface you are implementing.
It can be advantageous to program to interfaces, even when we are not depending on abstractions.
Programming to interfaces forces us to use a contextually appropriate subset of an object. That helps because it:
prevents us from doing contextually inappropriate things, and
lets us safely change the implementation in the future.
For example, consider a Person class that implements the Friend and the Employee interface.
class Person implements AbstractEmployee, AbstractFriend {
}
In the context of the person's birthday, we program to the Friend interface, to prevent treating the person like an Employee.
function party() {
const friend: Friend = new Person("Kathryn");
friend.HaveFun();
}
In the context of the person's work, we program to the Employee interface, to prevent blurring workplace boundaries.
function workplace() {
const employee: Employee = new Person("Kathryn");
employee.DoWork();
}
Great. We have behaved appropriately in different contexts, and our software is working well.
Far into the future, if our business changes to work with dogs, we can change the software fairly easily. First, we create a Dog class that implements both Friend and Employee. Then, we safely change new Person() to new Dog(). Even if both functions have thousands of lines of code, that simple edit will work because we know the following are true:
Function party uses only the Friend subset of Person.
Function workplace uses only the Employee subset of Person.
Class Dog implements both the Friend and Employee interfaces.
On the other hand, if either party or workplace were to have programmed against Person, there would be a risk of both having Person-specific code. Changing from Person to Dog would require us to comb through the code to extirpate any Person-specific code that Dog does not support.
The moral: programming to interfaces helps our code to behave appropriately and to be ready for change. It also prepares our code to depend on abstractions, which brings even more advantages.
If I'm writing a new class Swimmer to add the functionality swim() and need to use an object of class say Dog, and this Dog class implements interface Animal which declares swim().
At the top of the hierarchy (Animal), it's very abstract while at the bottom (Dog) it's very concrete. The way I think about "programming to interfaces" is that, as I write Swimmer class, I want to write my code against the interface that's as far up that hierarchy which in this case is an Animal object. An interface is free from implementation details and thus makes your code loosely-coupled.
The implementation details can be changed with time, however, it would not affect the remaining code since all you are interacting with is with the interface and not the implementation. You don't care what the implementation is like... all you know is that there will be a class that would implement the interface.
It is also good for Unit Testing, you can inject your own classes (that meet the requirements of the interface) into a class that depends on it
Short story: A postman is asked to go home after home and receive the covers contains (letters, documents, cheques, gift cards, application, love letter) with the address written on it to deliver.
Suppose there is no cover and ask the postman to go home after home and receive all the things and deliver to other people, the postman can get confused.
So better wrap it with cover (in our story it is the interface) then he will do his job fine.
Now the postman's job is to receive and deliver the covers only (he wouldn't bothered what is inside in the cover).
Create a type of interface not actual type, but implement it with actual type.
To create to interface means your components get Fit into the rest of code easily
I give you an example.
you have the AirPlane interface as below.
interface Airplane{
parkPlane();
servicePlane();
}
Suppose you have methods in your Controller class of Planes like
parkPlane(Airplane plane)
and
servicePlane(Airplane plane)
implemented in your program. It will not BREAK your code.
I mean, it need not to change as long as it accepts arguments as AirPlane.
Because it will accept any Airplane despite actual type, flyer, highflyr, fighter, etc.
Also, in a collection:
List<Airplane> plane; // Will take all your planes.
The following example will clear your understanding.
You have a fighter plane that implements it, so
public class Fighter implements Airplane {
public void parkPlane(){
// Specific implementations for fighter plane to park
}
public void servicePlane(){
// Specific implementatoins for fighter plane to service.
}
}
The same thing for HighFlyer and other clasess:
public class HighFlyer implements Airplane {
public void parkPlane(){
// Specific implementations for HighFlyer plane to park
}
public void servicePlane(){
// specific implementatoins for HighFlyer plane to service.
}
}
Now think your controller classes using AirPlane several times,
Suppose your Controller class is ControlPlane like below,
public Class ControlPlane{
AirPlane plane;
// so much method with AirPlane reference are used here...
}
Here magic comes as you may make your new AirPlane type instances as many as you want and you are not changing the code of ControlPlane class.
You can add an instance...
JumboJetPlane // implementing AirPlane interface.
AirBus // implementing AirPlane interface.
You may remove instances of previously created types too.
So, just to get this right, the advantage of a interface is that I can separate the calling of a method from any particular class. Instead creating a instance of the interface, where the implementation is given from whichever class I choose that implements that interface. Thus allowing me to have many classes, which have similar but slightly different functionality and in some cases (the cases related to the intention of the interface) not care which object it is.
For example, I could have a movement interface. A method which makes something 'move' and any object (Person, Car, Cat) that implements the movement interface could be passed in and told to move. Without the method every knowing the type of class it is.
Imagine you have a product called 'Zebra' that can be extended by plugins. It finds the plugins by searching for DLLs in some directory. It loads all those DLLs and uses reflection to find any classes that implement IZebraPlugin, and then calls the methods of that interface to communicate with the plugins.
This makes it completely independent of any specific plugin class - it doesn't care what the classes are. It only cares that they fulfill the interface specification.
Interfaces are a way of defining points of extensibility like this. Code that talks to an interface is more loosely coupled - in fact it is not coupled at all to any other specific code. It can inter-operate with plugins written years later by people who have never met the original developer.
You could instead use a base class with virtual functions - all plugins would be derived from the base class. But this is much more limiting because a class can only have one base class, whereas it can implement any number of interfaces.
C++ explanation.
Think of an interface as your classes public methods.
You then could create a template that 'depends' on these public methods in order to carry out it's own function (it makes function calls defined in the classes public interface). Lets say this template is a container, like a Vector class, and the interface it depends on is a search algorithm.
Any algorithm class that defines the functions/interface Vector makes calls to will satisfy the 'contract' (as someone explained in the original reply). The algorithms don't even need to be of the same base class; the only requirement is that the functions/methods that the Vector depends on (interface) is defined in your algorithm.
The point of all of this is that you could supply any different search algorithm/class just as long as it supplied the interface that Vector depends on (bubble search, sequential search, quick search).
You might also want to design other containers (lists, queues) that would harness the same search algorithm as Vector by having them fulfill the interface/contract that your search algorithms depends on.
This saves time (OOP principle 'code reuse') as you are able to write an algorithm once instead of again and again and again specific to every new object you create without over-complicating the issue with an overgrown inheritance tree.
As for 'missing out' on how things operate; big-time (at least in C++), as this is how most of the Standard TEMPLATE Library's framework operates.
Of course when using inheritance and abstract classes the methodology of programming to an interface changes; but the principle is the same, your public functions/methods are your classes interface.
This is a huge topic and one of the the cornerstone principles of Design Patterns.
In Java these concrete classes all implement the CharSequence interface:
CharBuffer, String, StringBuffer, StringBuilder
These concrete classes do not have a common parent class other than Object, so there is nothing that relates them, other than the fact they each have something to do with arrays of characters, representing such, or manipulating such. For instance, the characters of String cannot be changed once a String object is instantiated, whereas the characters of StringBuffer or StringBuilder can be edited.
Yet each one of these classes is capable of suitably implementing the CharSequence interface methods:
char charAt(int index)
int length()
CharSequence subSequence(int start, int end)
String toString()
In some cases, Java class library classes that used to accept String have been revised to now accept the CharSequence interface. So if you have an instance of StringBuilder, instead of extracting a String object (which means instantiating a new object instance), it can instead just pass the StringBuilder itself as it implements the CharSequence interface.
The Appendable interface that some classes implement has much the same kind of benefit for any situation where characters can be appended to an instance of the underlying concrete class object instance. All of these concrete classes implement the Appendable interface:
BufferedWriter, CharArrayWriter, CharBuffer, FileWriter, FilterWriter, LogStream, OutputStreamWriter, PipedWriter, PrintStream, PrintWriter, StringBuffer, StringBuilder, StringWriter, Writer
Previous answers focus on programming to an abstraction for the sake of extensibility and loose coupling. While these are very important points,
readability is equally important. Readability allows others (and your future self) to understand the code with minimal effort. This is why readability leverages abstractions.
An abstraction is, by definition, simpler than its implementation. An abstraction omits detail in order to convey the essence or purpose of a thing, but nothing more.
Because abstractions are simpler, I can fit a lot more of them in my head at one time, compared to implementations.
As a programmer (in any language) I walk around with a general idea of a List in my head at all times. In particular, a List allows random access, duplicate elements, and maintains order. When I see a declaration like this: List myList = new ArrayList() I think, cool, this is a List that's being used in the (basic) way that I understand; and I don't have to think any more about it.
On the other hand, I do not carry around the specific implementation details of ArrayList in my head. So when I see, ArrayList myList = new ArrayList(). I think, uh-oh, this ArrayList must be used in a way that isn't covered by the List interface. Now I have to track down all the usages of this ArrayList to understand why, because otherwise I won't be able to fully understand this code. It gets even more confusing when I discover that 100% of the usages of this ArrayList do conform to the List interface. Then I'm left wondering... was there some code relying on ArrayList implementation details that got deleted? Was the programmer who instantiated it just incompetent? Is this application locked into that specific implementation in some way at runtime? A way that I don't understand?
I'm now confused and uncertain about this application, and all we're talking about is a simple List. What if this was a complex business object ignoring its interface? Then my knowledge of the business domain is insufficient to understand the purpose of the code.
So even when I need a List strictly within a private method (nothing that would break other applications if it changed, and I could easily find/replace every usage in my IDE) it still benefits readability to program to an abstraction. Because abstractions are simpler than implementation details. You could say that programming to abstractions is one way of adhering to the KISS principle.
An interface is like a contract, where you want your implementation class to implement methods written in the contract (interface). Since Java does not provide multiple inheritance, "programming to interface" is a good way to achieve multiple inheritance.
If you have a class A that is already extending some other class B, but you want that class A to also follow certain guidelines or implement a certain contract, then you can do so by the "programming to interface" strategy.
Q: - ... "Could you use any class that implements an interface?"
A: - Yes.
Q: - ... "When would you need to do that?"
A: - Each time you need a class(es) that implements interface(s).
Note: We couldn't instantiate an interface not implemented by a class - True.
Why?
Because the interface has only method prototypes, not definitions (just functions names, not their logic)
AnIntf anInst = new Aclass();
// we could do this only if Aclass implements AnIntf.
// anInst will have Aclass reference.
Note: Now we could understand what happened if Bclass and Cclass implemented same Dintf.
Dintf bInst = new Bclass();
// now we could call all Dintf functions implemented (defined) in Bclass.
Dintf cInst = new Cclass();
// now we could call all Dintf functions implemented (defined) in Cclass.
What we have: Same interface prototypes (functions names in interface), and call different implementations.
Bibliography:
Prototypes - wikipedia
program to an interface is a term from the GOF book. i would not directly say it has to do with java interface but rather real interfaces. to achieve clean layer separation, you need to create some separation between systems for example: Let's say you had a concrete database you want to use, you would never "program to the database" , instead you would "program to the storage interface". Likewise you would never "program to a Web Service" but rather you would program to a "client interface". this is so you can easily swap things out.
i find these rules help me:
1. we use a java interface when we have multiple types of an object. if i just have single object, i dont see the point. if there are at least two concrete implementations of some idea, then i would use a java interface.
2. if as i stated above, you want to bring decoupling from an external system (storage system) to your own system (local DB) then also use a interface.
notice how there are two ways to consider when to use them.
Coding to an interface is a philosophy, rather than specific language constructs or design patterns - it instructs you what is the correct order of steps to follow in order to create better software systems (e.g. more resilient, more testable, more scalable, more extendible, and other nice traits).
What it actually means is:
===
Before jumping to implementations and coding (the HOW) - think of the WHAT:
What black boxes should make up your system,
What is each box' responsibility,
What are the ways each "client" (that is, one of those other boxes, 3rd party "boxes", or even humans) should communicate with it (the API of each box).
After you figure the above, go ahead and implement those boxes (the HOW).
Thinking first of what a box' is and what its API, leads the developer to distil the box' responsibility, and to mark for himself and future developers the difference between what is its exposed details ("API") and it's hidden details ("implementation details"), which is a very important differentiation to have.
One immediate and easily noticeable gain is the team can then change and improve implementations without affecting the general architecture. It also makes the system MUCH more testable (it goes well with the TDD approach).
===
Beyond the traits I've mentioned above, you also save A LOT OF TIME going this direction.
Micro Services and DDD, when done right, are great examples of "Coding to an interface", however the concept wins in every pattern from monoliths to "serverless", from BE to FE, from OOP to functional, etc....
I strongly recommend this approach for Software Engineering (and I basically believe it makes total sense in other fields as well).
Program to an interface allows to change implementation of contract defined by interface seamlessly. It allows loose coupling between contract and specific implementations.
IInterface classRef = new ObjectWhatever()
You could use any class that implements IInterface? When would you need to do that?
Have a look at this SE question for good example.
Why should the interface for a Java class be preferred?
does using an Interface hit performance?
if so how much?
Yes. It will have slight performance overhead in sub-seconds. But if your application has requirement to change the implementation of interface dynamically, don't worry about performance impact.
how can you avoid it without having to maintain two bits of code?
Don't try to avoid multiple implementations of interface if your application need them. In absence of tight coupling of interface with one specific implementation, you may have to deploy the patch to change one implementation to other implementation.
One good use case: Implementation of Strategy pattern:
Real World Example of the Strategy Pattern
"Program to interface" means don't provide hard code right the way, meaning your code should be extended without breaking the previous functionality. Just extensions, not editing the previous code.
Also I see a lot of good and explanatory answers here, so I want to give my point of view here, including some extra information what I noticed when using this method.
Unit testing
For the last two years, I have written a hobby project and I did not write unit tests for it. After writing about 50K lines I found out it would be really necessary to write unit tests.
I did not use interfaces (or very sparingly) ... and when I made my first unit test, I found out it was complicated. Why?
Because I had to make a lot of class instances, used for input as class variables and/or parameters. So the tests look more like integration tests (having to make a complete 'framework' of classes since all was tied together).
Fear of interfaces
So I decided to use interfaces. My fear was that I had to implement all functionality everywhere (in all used classes) multiple times. In some way this is true, however, by using inheritance it can be reduced a lot.
Combination of interfaces and inheritance
I found out the combination is very good to be used. I give a very simple example.
public interface IPricable
{
int Price { get; }
}
public interface ICar : IPricable
public abstract class Article
{
public int Price { get { return ... } }
}
public class Car : Article, ICar
{
// Price does not need to be defined here
}
This way copying code is not necessary, while still having the benefit of using a car as interface (ICar).

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?"

Different uses of Interfaces in C#

I read a lot about C# and had my first practical exercises, but I am still a beginner and kind of lost at a certain point of my try understanding an existing, but not finished, MVC-concepted program.
I understand what interfaces are for and how I must implement an interface to a class or another interface to gain acces to its containing members, functions etc, but in the existing code I found another use of interfaces (in the declaration of a class):
private IViewControl m_viewControl = null;
private IModelControl m_modelControl = null;
This code doesn't come up in the class, which implemented those two interfaces, but in the class which doesn't implement those two interfaces at all!
So my questions are:
How is this usage of interfaces called? It is clearly not the regular implementation of an interface.
What kind of possibilities do I get through this way of using an interface?
Thanks a lot!
Bent
Please excuse my english, I'm not a native speaker.
Hey,
thank you all so much for your answers, can't even say which is the best since all answers seem to be helpful! I think I'm starting to get what this is about.
Thanks again!
The class which contains these lines
private IViewControl m_viewControl = null;
private IModelControl m_modelControl = null;
Has 2 references to other classes which implement these Interfaces. So to answer your first question, this is not the implementation of an interface, it is the usage of an interface.
To answer your second question: That is exactly why we use interfaces. The class which uses these interfaces does not care about their implementation. In your development process you can write a dummy implementation for one or the other, because you don't need it right now, but you can still run and test the rest of the application.
An other example: Let's image you want to write an application which uses some Database. Put all your database logic behind an interface. In version 1 of your app you might use an SQL Database. Do your classes, which write to the database, know that it is an SQL database? No, and they don't need to. So now you move on and decide you want to use a different database system. You just change the implementation behind the interface and your done.
Hope this helps.
These are two variables (actually member variables, which are known as fields, as they are members of an enclosing type).
They can be used to store any item that implements the interface, so you could put anything that implements IViewControl into m_viewControl and anything that implements IModelControl into m_modelControl.
It does mean, that the object you can assign to your variable has to have the interface implemented.
So it has to be the type of the interface.
What you see there is called composition. It means that your class has two fields that are instances of those types, not that it is implementing their interfaces.
Let's use cars for an analogy. "Car" is a pretty generic concept, so let's make it the interface. The Toyota someone own is an instance of some class (e.g.: Corolla), which in turn implements the Car interface. The wheels, on the other hand, are fields of the car. The tires in your Corolla may belong to the Pirelli class, which implements the Tire interface. But your car is not a tire - it has tires.
An interface is a way to make a type without any implementation at all, but which cannot be instantiated. You can then have other types implementing that interface, giving it logic - so you have many variations of that interface, each doing something in a different way. The point is that you are making sure that all the implementors of an interface have a set of known method signatures and properties - you may not know how they are implemented, but you can be sure they are there.
If you look at some of the namespaces in C# that have a lot of classes implementing the same interface, you may get a better idea of how they behave. For example, a lot of classes in System.Collections implement the (surprise) ICollection interface. That makes sure that all collections have, for example, a Count property, and a CopyTo method with a known signature.
This type of usage is great to restrict the usage of a particular object, or to write common code that can work on any number of classes. Let's say we have a class called Car that implements an interface called IDriveable:
public class Car : IDriveable
Now, in some other class, we can instantiate a Car object easily, like so:
Car myCar = new Car();
But what if the Car class has several public methods that we don't want to be accessed in this other section? Or we want to write a function that can work on any class that implements the IDriveable interface? We could instead create an instantiation of the IDriveable interface itself, and then assign a Car to it, like so:
IDriveable myDriveable = new Car();
Then, if the following code works on the IDriveable interface, ANY class that implements IDriveable would work fine on it, such as this example:
private void TurnLeft(IDriveable vehicle)
P.S. Your English usage is great!
The important thing about interfaces is that you aren't interested in what they are but what they can do. Consequently in this case you are only interested in the IViewControl elements of whatever object is assigned to that local variable, so it could be of any class that implements IViewControl and very probably that class can do lots of other things as well, but for these purposes the fact that it is an IViewControl is all that we care about.
An example might be that we have a class that is interested in things that can fly, it doesn't care about anything else, so we create an interface called IFlyingThing with an IFlyingThing.Fly() method. Then we can have a Bird, Plane, Butterfly and all kinds of other types that implement IFlyingThing and we can pass it to our class and it will just see IFlyingThing and call IFlyingThing.Fly() which might be Bird.Fly(), or Plane.Fly() on the actual object it has been passed. It doesn't care what the object is, only that it can fly.
Bird might also implement IFeatheredAnimal, plane might implement IHasJetEngines too but our class is only interested in the IFlyingThing interface so it doesn't want or need to know about these.
This helps us to avoid tying our code together too tightly and makes techniques such as Inversion of Control and Mock Objects possible.
As you progress through learning C# you will use interfaces a lot.
Suppose you have a class, that you don't develop. You just consume it. You know it can generate some file and return it to you as a filestream. You don't know how it is generated, and you need not. You just know it returns you a filestream, which you then use for your own purpose. In order to implement it, you make a contract with a developer of the class that the class should provide you a method, which should return you a file stream and the name of the method should be ReturnStream, for example. This contract is called an Interface. By the time the developer of the class can change it's logic of file generation. But it would still have the same name ReturnStream and it would still return you a file stream. So you don't have to change anything in your code.
As for your code, you have two objects of IViewControl and IModelControl. You don't develop the model and view. You just consume the logic of other developers, who write the classes with the interface implementation. And you can use them in your code in a way you want. But many developers can create different classes, which implement IViewControl and IModelControl interfaces. And you can use them by simply changing the class instance, which implements the interface.
Doesn't sound like you've grasped properly how interfaces can be used. Let me enlighten you with a simple example:
class Driver{
// A driver has two cars - they are cars, since they are
// of types (classes Bmw and Audi) that implement the interface ICar:
ICar firstCar = MethodThatReturnsInstanceOfBmw();
ICar secondtCar = MethodThatReturnsInstanceOfAudi();
public void DriveAllCars(){
// The interface ICar has a method "Start()", which both
// cars must therefor implement. The Driver class can call
// these methods, because it knows about them from the interface.
firstCar.Start();
secondCar.Start();
}
}
The class Driver still does not need to implement ICar - just know about it (have a reference to it), so it knows what it can do with "things" of that type. It can then tell a car to Start(), without giving a rodents rear part about how the engine actually works.
Compare it to the real world: You don't need to be a car to drive, nor do you need to be a mechanic - you just need to know the basics of driving, and those are common to most cars, though engines and other things may differ greatly.
That abstraction and agreement on common functionality, is the purpose of interfaces.
Interface is basically used to implement similar feature among different classes.
Interface is also used to create object of class only when it is required via a dependency injection.
eg:
Interface IMyClass{}
Class MyClass1:IMyClass
{
}
and
IMyClass obj;
thus you can register obj with the class that implements IMyClass in one class(Bootstrapper) and inject obj into all the class through constructor or method that required it with out need of initializing it.
thus Interface Prevents unnessecary creation of object thus prevent memory leak and as I mentioned above it helps in implementing same feature among different classes in different way.

When some methods will not be used/not implemented, use an Interface or Abstract Class?

I have a project where quite a few functions and variable getters will be defined, abstractly. My question is should I use an abstract class for this(with each function throwing NotImplementedException), or should I just use an interface? Or should I use both, making both an interface and then an abstract class implementing the interface?
Note, even though all of these functions and such may be defined, it does not mean they will all be used in all use cases. For instance, AddUser in an authentication class may be defined in an interface, but not ever used in a website due to closed user sign up.
In general, the answer to the question of whether or not to use inheritance or an interface can be answered by thinking about it this way:
When thinking about hypothetical
implementing classes, is it a case
where these types are what I'm
describing, or is it a case where
these types can be or can do what I'm
describing?
Consider, for example, the IEnumerable<T> interface. The classes that implement IEnumerable<T> are all different classes. They can be an enumerable structure, but they're fundamentally something else (a List<T> or a Dictionary<TKey, TValue> or a query, etc.)
On the other hand, look at the System.IO.Stream class. While the classes that inherit from that abstract class are different (FileStream vs. NetworkStream, for example), they are both fundamentally streams--just different kinds. The stream functionality is at the core of what defines these types, versus just describing a portion of the type or a set of behaviors that they provide.
Often you'll find it beneficial to do both; define an interface that defines your behavior, then an abstract class that implements it and provides core functionality. This will allow you to, if appropriate, have the best of both worlds: an abstract class for inheriting from when the functionality is core, and an interface to implement when it isn't.
Also, bear in mind that it's still possible to provide some core functionality on an interface through the use of extension methods. While this doesn't, strictly speaking, put any actual instance code on the interface (since that's impossible), you can mimic it. This is how the LINQ-to-Objects query functions work on IEnumerable<T>, by way of the static Enumerable class that defines the extension methods used for querying generic IEnumerable<T> instances.
As a side note, you don't need to throw any NotImplementedExceptions. If you define a function or property as abstract, then you don't need to (and, in fact, cannot) provide a function body for it within the abstract class; the inheriting classes will be forced to provide a method body. They might throw such an exception, but that's not something you need to worry about (and is true of interfaces as well).
Personally, I think it depends on what the "type" is defining.
If you're defining a set of behaviors, I would recommend an interface.
If, on the other hand, the type really defines a "type", then I'd prefer an abstract class. I would recommend leaving the methods abstract instead of providing an empty behavior, though.
Note, even though all of these functions and such may be defined, it does not mean they will all be used in all use cases.
If this is true, you should consider breaking this up into multiple abstract classes or interfaces. Having "inappropriate" methods in the base class/interface really is a violation of the Liskov Substitution Principle, and a sign of a design flaw.
If you're not providing any implementation, then use an interface otherwise use an abstract class. If there are some methods that may not be implemented in subclasses, it might make sense to create an intermediate abstract class to do the legwork of throwing NotSupportedException or similar.
One advantage of abstract classes is that one can add to an abstract class new class members whose default implementation can be expressed in terms of existing class members, without breaking existing inheritors of that class. By contrast, if any new members are added to an interface, every implementation of that interface must be modified to add the necessary functionality.
It would be very nice if .net allowed for an interface to include default implementations for properties, methods, and events which did not make any use of object fields. From a technical standpoint, I would think such a thing could be accomplished without too much difficulty by having for each interface a list of default vtable entries which could be used with implementations that don't define all vtable slots. Unfortunately, nothing like that ability exists in .net.
Abstract classes should be used when you can provide a partial implementation. Use interfaces when you don't want to provide any implementation at all - just definition.
In your question, it sounds like there is no implementation, so go with an interface.
Also, rather than throwing NotImplementedException you should declare your method/property with the abstract keyword so that all inheritors have to provide an implementation.
#Earlz I think refering to this: Note, even though all of these functions and such may be defined, it does not mean they will all be used in all use cases. is directly related to the best way to 'attack' this problem.
What you should aim at is minimizing the number of such functions so that it becomes irrelavant (or at least not that important) if you use either or. So improve the design as much as you can and you will see that it really doesn't matter which way you go.
Better yet post a high level of what you are trying to do and let's see if we can come up together with something nice. More brains working towards a common goal will get a better answer/design.
Another pattern that works in some situations is to create a base class that is not abstract. Its has a set of public methods that define the API. Each of these calls a Protected method that is Overideable.
This allows the derived class to pick and choose what methods it needs to implement.
So for instance
public void AddUser(object user)
{
AddUserCore(user);
}
protected virtual void AddUserCore(object user)
{
//no implementation in base
}

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