Strategy Pattern with Different parameters in interface (C#) - c#

I am basically trying to implement a Strategy pattern, but I want to pass different parameters to the "interfaces" implementation (that inherit from the same object) and don't know if this is possible. Maybe I'm choosing the wrong pattern, I get an error similar to
'StrategyA' does not implement inherited abstract member 'void DoSomething(BaseObject)'
with the code below:
abstract class Strategy
{
public abstract void DoSomething(BaseObject object);
}
class StrategyA : Strategy
{
public override void DoSomething(ObjectA objectA)
{
// . . .
}
}
class StrategyB : Strategy
{
public override void DoSomething(ObjectB objectB)
{
// . . .
}
}
abstract class BaseObject
{
}
class ObjectA : BaseObject
{
// add to BaseObject
}
class ObjectB : BaseObject
{
// add to BaseObject
}
class Context
{
private Strategy _strategy;
// Constructor
public Context(Strategy strategy)
{
this._strategy = strategy;
}
// i may lose addtions to BaseObject doing this "downcasting" anyways?
public void ContextInterface(BaseObject obj)
{
_strategy.DoSomething(obj);
}
}

It sounds like you're actually trying to reinvent the Visitor pattern, instead of just using the Strategy pattern the way it was intended.
Also, since you're using C#, I'd recommend reading Judith Bishop's paper titled On the Efficiency of Design Patterns Implemented in C# 3.0. This covers multiple approaches to the visitor pattern in detail, and has some interesting, related useful ideas.

In C# method signature includes its name, type parameter list and formal parameter list. In the code above "overrides" have different signatures than virtual method and thus it is not allowed.
The core idea behind Strategy Pattern is to define set of interchangeable algorithms with details hidden inside. But if your strategies differ (by type) in what they can accept as input they are no longer interchangeable. So it seems this a wrong pattern to use in this situation.

You might want to consider this article:
http://hillside.net/plop/2010/papers/sobajic.pdf
The pattern is called "parameterized strategy pattern" and should match what you need. Basically, it builds up on the strategy pattern and allows for strategies (different algorithms) to have different parameters. Parameters are encapsulated in special classes, i.e. parameter classes. Each strategy (i.e. algorithm) needs to implement GetParameters() method which sends back the list of parmaters instances for specific algorithm.

The strategy pattern is meant to provide different behaviour on input objects of the same type.
What you're actually trying to do is context-dependent, and I'm not sure it can be seen from the code that was posted.

You could create a Parameters class like so:
public class Parameters
{
public ObjectA {get; set;}
public ObjectB {get; set;}
}
The alter your methods to accept Parameters such as:
class StrategyA : Strategy
{
public override void DoSomething(Parameters parameters)
{
// Now use ObjectA
if(parameters.ObjectA.SomeProperty == true)
{ ... }
}
}
This way you can additional parameters should your requirements change in the future. Another alternative is to use Dictionary<string, object> where you can do:
class StrategyA : Strategy
{
public override void DoSomething(Dictionary<string, object>parameters)
{
// Now use ObjectA
var someProperty = (bool)parameters["SomeProperty"];
if() ...
}
}

Related

Different property value for contracts

I have two interfaces implemented by one main class. How can i refactor my code in a way that on implementing each contract, the methods of each contract has a different value for a parameter such as DatabaseName.
Example :
Class1 Implements Interface1,Interface2
Interface1.GetData() has DatabaseName set to Database 1
Interface2.GetData() has DatabaseName set to Database 2
I can configure those value in the methods GetData() but i want a cleaner way of doing it.
Any pattern recommendation be that DI ,Domain driven ,even basic inheritance example which accomplishes the above is what i am looking for.
It sounds like all you need is explicit interface implementation:
public class Class1 : Interface1, Interface2
{
// Note the lack of access modifier here. That's important!
Data Interface1.GetData()
{
// Implementation for Interface1
}
Data Interface2.GetData()
{
// Implementation for Interface2
}
}
Obviously the two methods can call a common method with a parameter to specify the database name or similar.
Refactoring is usually motivated by noticing a code smell and the very fact that you ended up in a situation where you have to implement 2 abstraction which expose similar functionality is the code smell.
Without having more understanding of the problem I might not be able to provide you a conclusive answer but with limited understanding this is what I would propose. Have 2 different concrete implementation each implementing one interface and have a factory which would be injected to client and make the client make the deliberate decision which one of these implementation is needed. In case these concrete classes share common functionality you can always abstract that into a common parent class.
public interface ISQLReader
{
string GetData();
}
public interface IOracleReader
{
string GetData();
}
public abstract class Reader
{
protected void CommonFunctionaility()
{
}
}
public class MSSQLReader : Reader, ISQLReader
{
public string GetData()
{
return "MSSQL";
}
}
public class OracleReader : Reader, IOracleReader
{
public string GetData()
{
return "Oracle";
}
}
public interface IReaderFactory
{
OracleReader CreateOracleReader();
MSSQLReader CreateMSSQLReader();
}
public class ReaderFactory : IReaderFactory
{
public MSSQLReader CreateMSSQLReader() => new MSSQLReader();
public OracleReader CreateOracleReader() => new OracleReader();
}
public class ReaderClient
{
private IReaderFactory _factory;
public ReaderClient(IReaderFactory factory)
{
this._factory = factory;
}
}
Explicit interface implementation is technique that should restrict usage of the functionality until the client has made and explicit cast there by making a deliberate decision.

removing switch calling function based on object type using polymorphism

I have a piece of code (shown below) where i want to be able to call a function depending on the object type that is passed in, i currently have a switch statement which manages this but it feels kinda dirty to me. What would the best method of refactoring the code to make use of polymorphism to enable me to remove the switch statement?
if (entity != null)
{
//Switch based on entity type
switch (entity.GetType().Name)
{
case "Person":
//Person implementation
break;
case "Organisation":
//Organisation implementation
break;
default:
break;
}
}
Edit: For clarification of anyone else finding this, i dont have access to the Entity models source, which led me to mark answer as such, if it wasnt for this then i would have marked Jon's answer as correct!
To use polymorphism, you'd introduce an abstract method in whatever the base class is for all your entities:
public abstract class EntityBase
{
public abstract void GiveMeABetterName();
}
(We don't know what you're trying to do, hence the name...
You'd then implement the method in each of your subclasses (Person, Organization etc). You can then just use:
entity.GiveMeABetterName();
where you currently have your switch block.
Now that isn't always an appropriate option - for example, what you're trying to do may be something outside the domain of your entity (e.g. displaying information in a GUI). If the code for each of those types really doesn't belong in your entities, you could:
Use the visitor pattern, which would work particularly well if there are multiple operations for each entity
Have a Dictionary<Type, Action> or something similar to look up the action to take for each type
Keep your existing approach, but use is or as instead of switch to avoid putting the names as string literals
You can start by defining an interface which will define a contract for your entities.
public interface ISomething
{
void YourMethod();
}
After that you can implement your entities Person and Organization and impelment YourMethod which will incorporate the functionality you need.
public class Person : ISomething
{
public void YourMethod()
{
}
}
public class Organization: ISomething
{
public void YourMethod()
{
}
}
Finally, you will pass a reference to ISomething wherever you need
public void Method(ISomething smth)
{
smth.YourMethod();
}
You can call this method in your code like this:
var person = new Person();
var org = new Organization();
Method(person); // will call implementation of person
Method(org) //will call implementation of organization
There are three approaches to eliminate the switch-based dispatch here:
Give Person and Organization a common interface or superclass, and provide implementations based on the class,
Implement Visitor Pattern in the superclass / superinterface of Person and Organization, or
Use dynamic dispatch.
The third approach works when you do not have access to source code of Person and Organization. An implementation would look like this:
// Add these methods to your class
private void ProcessEntity(Person p) {
...
}
// Each overload is specific for one subclass
private void ProcessEntity(Organization o) {
...
}
Now you can call it like this:
ProcessEntity((dynamic)entity);
C# will figure out which of the overloads to choose based on the runtime type of entity.
I would do this:
if (entity != null)
{
if (entity is Person)
{
//Person implementation
}
else if (entity is Organisation)
{
//Organisation implementation
}
}
I think that in your case you should create an interface or an abstract class from which each of your selected types should inherit or implement.
public interface Aggregator{
void TestFunction();
}
or
public abstract class Aggregator{
public abstract void TestFunction();
}
then each possible type of your entity should have
public class TypeOfYourEntity : Aggregator{
//implementation of TestFunction
}
then in your function when you call entity.TestFunction() you are sure that the right implementation will be called

Can I define/constrain a member as implementing two interfaces, without generics?

The following code shows what I would like to do; that is, I would like to constrain anObject, so that it can be used as a parameter to various methods with use IInterfaceOne or IInterfaceTwo, where neither inherits from the other.
public interface IInterfaceOne { }
public interface IInterfaceTwo { }
public class Implementation : IInterfaceOne, IInterfaceTwo
{
}
public interface IInterfaceOneAndTwo : IInterfaceOne, IInterfaceTwo { }
public class UsingImplementation
{
IInterfaceOneAndTwo anObject = (IInterfaceOneAndTwo)(new Implementation()); //fails because Implementation doesnt acctually implement IInterfaceOneAndTwo
}
This example fails however as IInterfaceOneAndTwo is an interface in its own right, and Implementation does not implement it.
I know if I used generics I could constrain them, but I am wondering, if there is a way to do this without generics?
Is there a way to say anObject shall implement IInterfaceOne and IInterfaceTwo, without using IInterfaceOneAndTwo?
Not the way you have it currently. Only generic constraints have that ability.
You could rewrite it to use generics:
public class UsingImplementation<T>
where T : IInterface1, IInterface2, new()
{
T anObject = new T();
void SomeMethod() {
anObject.MethodFromInterface1();
}
}
You can also have generic methods, not only generic classes
public void DoSomething<T>(T value)
where T : IInterface1, IInterface2
{
value.DoInterface1Things();
value.DoInterface2Things();
}
Or
public void DoSomething<T>()
where T : IInterface1, IInterface2, new()
{
T anObject = new T();
}
You can't do that in C# without generics but there is an alternative workaround to solve the problem without generics that was not mentioned here and might fit for you. This style is often used together with the IoC principle. You could inject the same object twice. Let me change your sample quite a bit...
public interface IInterfaceOne { void Hello(); }
public interface IInterfaceTwo { void World(); }
public class Implementation : IInterfaceOne, IInterfaceTwo
{
public void Hello() { };
public void World() { };
}
public class UsingImplementation
{
private readonly IInterfaceOne one;
private readonly IInterfaceTwo two;
public UsingImplentation(IInterfaceOne one, IInterfaceTwo two)
{
this.one = one;
this.two = two;
}
// do the stuff you want to do with an IInterfaceOne using field one
public DoSomeThingWithOne() { one.Hello(); }
// do the stuff you want to do with an IInterfaceTwo using field two
public DoSomeThingWithTwo() { two.World(); }
}
Then you could wire up the things this way:
var oneAndTwo = new Implementation();
var a = new UsingImplementation(oneAndTwo, oneAndTwo);
// operates on the first param (which is the same as the second)
a.DoSomeThingWithOne();
// operates on the second param (which is the same as the first)
a.DoSomeThingWithTwo();
Have a look for IoC principle (Inversion of Control) and Dependency Injection and you'll find more solutions similiar to this one.
This way you don't need to create an extra Interface combining InterfaceOne and InterfaceTwo, two.
"Incoming" generic class parameters and generic method parameters can combine types, but there is no facility for variables or fields to represent "composite" types. Further, in order to pass an object to a parameter of a generic type which combines multiple constraints, the object must be cast to a type which in fact implements all of those constraints. This can be difficult.
For example, suppose class Foo and Bar both implement Intf1 and Intf2. One wishes to write a function AddToList<T>(thing as T) where T:Intf1,Intf2. Such a function will perfectly happily accept objects of type Foo or Bar. Suppose, however, one wishes to use such a function to add all objects to the same list (which might be a mix of Foo, Bar, and any number of other types that also happen to implement Intf1 and Intf2) and then later pass those objects to a function whose parameter is likewise constrained to implement both Intf1 and Intf2. One could cast to Foo any object which happened to be a Foo, and cast to Bar any object which happened to be a Bar, but if other types are written which also handle Intf1 and Intf2, it would be difficult to deal with them.
It is possible to solve the problem, somewhat awkwardly, without using Reflection or other such tricks. Define an interface IActUpon<Base1, Base2> with a method ActUpon<thingType>ActUpon(thingType thing) where thingType: Base1, Base2. Implementations of such a method will be able to pass parameter thing to other methods requiring generic method parameter constrained to Base1 and Base2. The biggest difficulties with such an approach are that one must write separate code for each possible number of constraints, and that in many places where one would have used a lambda expression one will instead have to write an implementation of IActUpon....
If this is desirable then there has to be a logical connection between IInterfaceOne and IInterfaceTwo and the implementing class should implement the combined interface:
class Implementation : IInterfaceOneAndTwo { ... }
If this is not possible, because it's not (all) your code then you may have to rethink the UsingImplementation. It simply doesn't fit the available surface.

How to write a method that can be shared by two non-inherited class

I am having 2 classes, both having a same method(name + type +behavior) and a same property (name + type)
public class Country
{
public string Name { get; set; }
public void DisplayName()
{
Console.WriteLine(this.Name);
}
}
public class Person
{
public string Name { get; set; }
public void DisplayName()
{
Console.WriteLine(this.Name);
}
}
-- Person and Country classes are not allowed to inherit
In the above code you can see Person class has similar method(DisplayName) like Country class. I am looking for a way so that both classes can share the same method codes, i want to do this because in my real codes- Method which i want to share is very big and whenever i change code in one class i have to copy paste it in other class too. That i feel is not the correct way.
Please suggest how to resolve this problem.
You say they cannot inherit from a common base class, but you could add an interface, right? I suggest giving them each a common interface. Then define an extension method for that interface. The method will appear for each of them in VS.
(Assumption: this will work if the class members accessed by the extension methods are public or internal.)
interface IDisplayable
{
string Name {get; set;}
}
public class Country : IDisplayable
{
public string Name { get; set; }
}
public class Person : IDisplayable
{
public string Name { get; set; }
}
public static void DisplayName(this iDisplayable d)
{
return doSomeDisplayLogic(d.Name);
}
. . . And in the same class as your extension method, define (not as an extension method) a function doSomeDisplayLogic to do your common logic. (first-time gotcha: make sure the extension method is in the same Namespace or the its namespace is also included in the calling code.)
I don't know if you're new to extension methods or not. They are very powerful. (And like many powerful features, they can be abused). An extension method on an interface seems crazy at first, until you get straight in your head how extension methods really work. LINQ wouldn't work without this!
Update: I see your comment above that the classes can't inherit from a common class, because they are already inheriting from a common class (which I assume can't be messed with too much). I would like to point out an Option 2, based on this: Creating a new class that Country/Person/etc. will inherit from, that itself inherits from the existing common parent class. The existing base class would become a grandparent class, so to speak. This would become more the route to go if Country and Person have other common characteristics besides this DisplayName method. If DisplayName is all you're after, the Interface/Extension pattern might be better.
Define an interface
public interface INameable
{
string Name {get;}
}
then add an extension
public static class INameableExt
{
public static void DisplayName(this INameable n)
{
// do your thing
}
}
I would suggest to avoid Extension Methods in some cases, you can ran into a problem when you need slightly a different implementation for both classes and then you have to design a more generic solution, EM can cause the same issues like multiple inheritance does.
As more generic OOD solution I would suggest to extract this behaviour into a separate service class abstracted by an interface:
public interface IDisplayService()
{
void Display();
}
Then implement it and inject into both classes via constructor.
Also, instead of introducing the interfaces and new classes you can inject Action or Func<> via constructor or even property and then call this method by invoking an injected in delegate.
You could create either a static utility method DisplayName() that you pass the data needed for display, or use composition and move all properties and corresponding methods such as DisplayName() in a separate class - then use an instance of this class from both Country and Person.
You could implement a strategy pattern:
class DisplayNameStrategy<T> {
private readonly Func<T, string> nameSelector;
public void DisplayNameStrategy(Func<T, string> nameSelector) {
this.nameSelector = nameSelector;
}
public void abstract DisplayName(T t);
}
class WriteToConsoleDisplayNameStrategy<T> : DisplayNameStrategy<T> {
public void WriteToConsoleDisplayNameStrategy(Func<T, string> nameSelector)
: base(nameSelector) { }
public override void DisplayName(T t) {
Console.WriteLine(this.nameSelector(t));
}
public class Person {
private readonly DisplayNameStrategy<Person> displayNameStrategy =
new WriteToConsoleDisplayNameStrategy<Person>(x => x.Name);
public string Name { get; set; }
public void DisplayName() {
this.displayNameStrategy(this);
}
}
Note: it's probably better to inject the concrete strategy.
You could use composition: define an interface, a class that implements it, and then have Person and Country implement the interface by calling methods on the implementation class:
// the interface
public interface IName {
string Name { get; set; }
void DisplayName();
}
// a class that implements the interface with actual code
public class NameImpl : IName {
public string Name { get; set; }
public void DisplayName() {
Console.WriteLine(this.Name);
}
}
public class Country : IName {
// instance of the class that actually implements the interface
IName iname = new NameImpl();
// forward calls to implementation
public string Name {
get { return iname.Name; }
set { iname.Name = value; }
}
public void DisplayName() {
// forward calls to implementation
iname.DisplayName();
}
}
What I THINK you are asking for is multiple class inheritance which is not allowed in C#. (but can be with C++ which you are NOT doing).
All the others have identified doing an INTERFACE solution, and probably the best way to go. However, from your description, you have a SINGLE BLOCK of code that is identical regardless of the type of object being a person or a business. And your reference to a huge block of code, you don't want to copy/paste that same exact code among all the other classes that may be intended to use similar common "thing" to be done.
For simple example, you have a functionality that builds out a person's name and address (or business name and address). You have code that is expecting a name and up to 3 address lines, plus a city, state, zip code (or whatever else). So, the formatting of such name/address information is the same for a person vs a business. You don't want to copy this exact method over and over between the two. However, each individual class still has its own things that it is responsible for.
I know its a simple example for context, but I think gets the point across.
The problem with just defining an Interface is that it won't allow you to actually implement the CODE you are referring to.
From your sample, I would consider doing a combination of things.. Create a static class with methods on it that you might want as "globally" available. Allow a parameter to be passed into it of an instance of a class that has a type of interface all the others have expressed that will guarantee the incoming object has all the "pieces" of properties / methods you are expecting, and have IT operate on it as needed. Something like
public interface ITheyHaveInCommon
{
string Name;
string GetOtherValue();
int SomethingElse;
}
public class Person : ITheyHaveInCommon
{
// rest of your delcarations for the required contract elements
// of the ITheyHaveInCommon interface...
}
public class Country : ITheyHaveInCommon
{
// rest of your delcarations for the required contract elements
// of the ITheyHaveInCommon interface...
}
public static class MyGlobalFunctions
{
public static string CommonFunction1( ITheyHaveInCommon incomingParm )
{
// now, you can act on ANY type of control that uses the
// ITheyHaveInCommon interface...
string Test = incomingParm.Name
+ incomingParm.GetOtherValue()
+ incomingParm.SomethingElse.ToString();
// blah blah with whatever else is in your "huge" function
return Test;
}
}
warning: lots of untested code here, wild guessing mostly since i disagree with the base assumption "no inheritance".
something like this should help you. create a new static class and paste your code in here.
public static class Display
{
public static void DisplayName<T>(T obj)
{
if ((T is Person) || (T is Country) || (T is whateveryouwant))
{
//do stuff
}
}
}
in your classes, refactor ShowDisplayName() to call that with "this" as parameter.
...
public void DisplayName()
{
DisplayName(this);
}
...
I wonder why your classes are not allowed to inherit it from a base class, since that's imho the right-est way to solve this.
A couple of options:
Make both classes implement an interface for the common members (Name) and add an extension method for the behaviour (or just a normal static method)
Create methods which take an instance and a lambda exppession to access the comment members, e.g.
public static void Display<T>(T item, Func<T, string> nameGetter)
You'd then call it with (say)
DisplayHelper.Display(person, p => p.Name);
The interface solution is the cleaner one, but using a delegate is more flexible - you don't need to be able to change the classes involved, and you can cope with small variations (e.g. PersonName vs FooName vs Name)
You can define that big method in a separate class and then call the method in both the above classes. For a static method, you can call the method using classname.methodname() syntax.
For a non static method, you will have to do this:
classname obj=new classname();
obj.methodname();

Interface wonder question

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

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