Auto Property that returns an interface - c#

This is something curious that I saw in my coding today.
Here is the sample code:
public class SomeClass
{
public IUtils UtilitiesProperty { get; set; }
}
public interface IUtils
{
void DoSomething();
}
public class Utils : IUtils
{
void DoSomething();
}
This compiles fine.
So what is UtilitiesProperty? Is it a Util? What if more than one class implemented IUTil? Would it fail the compile then?

It doesn't have any value until you give it one (or rather, it has the value null). If you assign it a Utils reference, then yes: it is a Utils, exposed via the IUtils interface. You can only give it null or things that implement IUtils.

It's a property that can hold an object that implements your IUtils interface. More classes can implement this interface and using the interface allows you a level of abstraction (the consumer doesn't care as long as the class adheres to the interface contract).
I'd suggest you read up on the use of interfaces, abstract classes and the like.
For example the MSDN docs.

Related

Sharing implementation of interfaces in C#

I have some interfaces that need some simple implementation, but I have a handful of them, like for instance (not actual code, just example)
interface ISelectable
{
public bool IsSelected;
public void Select();
}
public class Selectable : ISelectable
{
public bool IsSelected {get;set}
public void Select()=> IsSelected = true;
}
Then I might have IStorable, which allows storing stuff in the database, like:
public interface IStorable
{
public void Store();
...
}
public class Storable : IStorable
{
private stuff...
public void Store() { storing code }
}
The question is:
I have
elements that are IStorable but not ISelectable,
elements that are ISelectable and no IStorable,
and elements that are both.
Actually... I have MORE of these classes. So the combinations grow fast.
As far as I know, the only way to share the code is to have a base class implement the interface, then your class inherits from this base class. Like:
public class GameCard : Selectable { ....
But this would mean that the only way to have a class that inherits the code for Selectable, and the code for Storable is to have a base class doing both, something like public class StorableAndSelectable: IStorable, ISelectable But this makes no sense, especially when you want to have different storing methods...
What's the proper way to have your classes share the implementation code of the interfaces it implements? Having the implementation for each of them in one file, and feeding this "file" to all classes that need it?
I would consider if inheritance is the correct approach for such simple properties. There are some possible alternatives. Using inheritance to include functionality is called implemention inheritance and is generally frowned upon. For simple stuff like this it provides little benefit, and for more complicated logic it ties the derived class to the base class to tightly.
To store an object I would probably suggest the repository pattern, that way you do not need a special interface.
To handle things like if a object is selected, the easiest option is probably just to have a settable property in the interface: bool IsSelected {get;set;}. This is trivially implementable by all derived classes, there is no real advantage of a implementation of just that interface, at least not outside of testing/dummy objects.
In some cases you can use a Func<T, bool> to describe how to determine if some arbitrary type is selected. In some cases it might be useful to use composition, i.e. use a separate class to describe selection, and have your game objects contain a property of this class.
Starting from C# 8.0 you can have default method implementation in interface definition
interface IA
{
void M() { WriteLine("IA.M"); }
}
class C : IA { } // OK
IA i = new C();
i.M(); // prints "IA.M"
https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/proposals/csharp-8.0/default-interface-methods
According to your classes you can do something like this
interface ISelectable
{
public bool IsSelected;
public void Select() => IsSelected = true;
}

Understanding Interfaces C#

Been reading all day on interfaces and abstract classes trying to get a grasp on them to better understand the amazon library I'm working with. I have this code:
using MWSClientCsRuntime;
namespace MarketplaceWebServiceOrders.Model
{
public interface IMWSResponse : IMwsObject
{
ResponseHeaderMetadata ResponseHeaderMetadata { get; set; }
}
and
namespace MWSClientCsRuntime
{
public interface IMwsObject
{
void ReadFragmentFrom(IMwsReader r);
string ToXML();
string ToXMLFragment();
void WriteFragmentTo(IMwsWriter w);
void WriteTo(IMwsWriter w);
}
}
My first questions is I thought Interfaces cannot contain fields, however they can contain properties usch as ResponseHeaderMetadata?
Second, in my main program I have this line of code:
IMWSResponse response = null;
with response being later used to store the information that amazon sends back after a method call is invoked. But what is the meaning behind setting a variable of an interface type to null?
Also, a interface can implement another interface? It isn't only classes that can implement interfaces, but interfaces themselves as well?
Pproperties can be present in interfaces since properties are actually methods - the use of T GetSomeValue() alongside void SetSomeValue(T value) became so common in other languages, that C# implements these as properties.
The meaning behind setting an interface member to null is the same as setting anyother property to null - since a property's set accessor is a method, it's like calling any other method on the interface. What null means where is up to the implementation.
Interfaces do not implement each other, since and interface cannot contain code and therefore is not implementing; Interface inheritance allows one to require one interface in another. A big example is IEnumerable<T>, which is so closely tied to IEnumerable that it inherits, thus meaning any class implementing IEnumerable<T> must also implement IEnumerable.
An interface is like a contractual agreement. By inheriting an interface from a class, you are saying, "I agree to implement all of the methods defined in this interface". So if you have an interface like this:
public interface IWorker {
void DoWork();
}
and you use that interface like this:
public class Employee : IWorker
{
// you are forced to implement this method
void DoWork {}
}
public class Contractor: IWorker
{
// you are forced to implement this method
void DoWork {}
}
By "inheriting" interfaces by other interfaces, you are simply agreeing to implement any methods in the other interfaces, like so (from MSDN):
interface IBase
{
void F();
}
interface IDerived: IBase
{
void G();
}
class C: IDerived
{
void IBase.F() {...}
void IDerived.G() {...}
}
class D: C, IDerived
{
public void F() {...}
public void G() {...}
}
You do not have to set a variable of an interface type to null, though you have the power to do so. The great thing about interfaces is that you are able to set a variable of the type of interface, to anything that "inherits" that interface.

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();
}

How to hide set method of an implemented property from an interface in C#?

Greetings everyone...
If I have the following interface:
interface IMyInterface
{
int property { get; set; }
}
And the following implementation:
class MyClass : IMyInterface
{
// anything
}
How can I hide the set method of property from the instances of MyClass... In other words, I don't want the set method of property to be public, is that possible?
It would be easy to do with abstract class:
abstract class IMyInterface
{
int property { get; protected set; }
}
Then I could only set the property within the class that implements the abstract class above...
Don't have the set in the interface to begin with. You can still implement it as private.
You can't "hide" it, it's part of the contract. If you don't want it to be part of the contract, don't define it.
If you use the following interface the set method will be unavailable when classes are manipulated via the interface:
interface IMyInterface
{
int property { get; }
}
You could then implement the class like this:
class MyClass : IMyInterface
{
int property { get; protected set; }
}
If some implementations will only implement some parts of an interface, it may be a good idea to subdivide the interface into the parts which each implementation will either implement completely or not at all, and then define interfaces which inherit all the common combinations of them. Adapting your example:
interface IMyReadableInterface
{
int property { get; }
}
interface IMyFullInterface : IMyReadableInterface
{
new int property { get; set; }
}
Classes which want to support read-write access should implement IMyFullInterface; those which want to only support read access should only implement IMyReadableInterface. This segregation will not require any extra work for implementations of either interface which are written in C# and implement property implicitly. Code which implements property in VB, or explicitly implements property in C#, will have to define two implementations of property--a read-only one and a read-write one, but such is life. Note that while one could define an IMyWritableInterface which just had a setter, and have IMyFullInterface inherit both IMyReadableInterface and IMyWritableInterface, IMyFullInterface would still have to define a read-write property of its own, and when using explicit implementation one would then have to define three properties (I really don't understand why C# can't use a read-only and write-only property together as thought they were a read-write property, but it can't).
Assuming you need the setter to be part of the interface but for some reason it does not make sense for it to be used on a particular implementer (in this case MyClass) you can always throw an exception in the setter (such as an InvalidOperationException). This will not protect you at compile time, only at run time. It is a bit strange though, as code that operates on the interface has no idea whether calling the setter is allowed.
There are certainly cases where you want the interface to have a set and then hide it in some concrete class.
I believe the code below shows what we want to accomplish. I.e. the implementation hides the setter, but any IMyInterface aware component will have access to it.
public static void Main()
{
var myClass = new MyClass();
myClass.Property = 123; // Error
((IMyInterface)myClass).Property = 123; // OK
}
It's basically the same pattern you often see for IDisposable.Dispose() where you have an Explicit Interface Implementation. Here's an example for completeness.
public interface IMyInterface
{
int Property { get; set; }
}
public class MyClass : IMyInterface, IDisposable
{
public int Property { get; private set; }
int IMyInterface.Property
{
get => Property;
set => Property = value;
}
void IDisposable.Dispose() {}
}
Too much typing :(
C# doesn't help us much here. Ideally, it would be possible to have an explicit interface implementation for the setter:
// In C# 10 maybe we can do this instead:
public class MyFutureClass : IMyInterface
{
public int Property { get; IMyInterface.set; }
}
See C# feature proposal here.
There is no protected or private in interface, everything is public. Either you don't define any set or use it as public.

Why can't C# interfaces contain fields?

For example, suppose I want an ICar interface and that all implementations will contain the field Year. Does this mean that every implementation has to separately declare Year? Wouldn't it be nicer to simply define this in the interface?
Though many of the other answers are correct at the semantic level, I find it interesting to also approach these sorts of questions from the implementation details level.
An interface can be thought of as a collection of slots, which contain methods. When a class implements an interface, the class is required to tell the runtime how to fill in all the required slots. When you say
interface IFoo { void M(); }
class Foo : IFoo { public void M() { ... } }
the class says "when you create an instance of me, stuff a reference to Foo.M in the slot for IFoo.M.
Then when you do a call:
IFoo ifoo = new Foo();
ifoo.M();
the compiler generates code that says "ask the object what method is in the slot for IFoo.M, and call that method.
If an interface is a collection of slots that contain methods, then some of those slots can also contain the get and set methods of a property, the get and set methods of an indexer, and the add and remove methods of an event. But a field is not a method. There's no "slot" associated with a field that you can then "fill in" with a reference to the field location. And therefore, interfaces can define methods, properties, indexers and events, but not fields.
Interfaces in C# are intended to define the contract that a class will adhere to - not a particular implementation.
In that spirit, C# interfaces do allow properties to be defined - which the caller must supply an implementation for:
interface ICar
{
int Year { get; set; }
}
Implementing classes can use auto-properties to simplify implementation, if there's no special logic associated with the property:
class Automobile : ICar
{
public int Year { get; set; } // automatically implemented
}
Declare it as a property:
interface ICar {
int Year { get; set; }
}
Eric Lippert nailed it, I'll use a different way to say what he said. All of the members of an interface are virtual and they all need to be overridden by a class that inherits the interface. You don't explicitly write the virtual keyword in the interface declaration, nor use the override keyword in the class, they are implied.
The virtual keyword is implemented in .NET with methods and a so-called v-table, an array of method pointers. The override keyword fills the v-table slot with a different method pointer, overwriting the one produced by the base class. Properties, events and indexers are implemented as methods under the hood. But fields are not. Interfaces can therefore not contain fields.
Why not just have a Year property, which is perfectly fine?
Interfaces don't contain fields because fields represent a specific implementation of data representation, and exposing them would break encapsulation. Thus having an interface with a field would effectively be coding to an implementation instead of an interface, which is a curious paradox for an interface to have!
For instance, part of your Year specification might require that it be invalid for ICar implementers to allow assignment to a Year which is later than the current year + 1 or before 1900. There's no way to say that if you had exposed Year fields -- far better to use properties instead to do the work here.
The short answer is yes, every implementing type will have to create its own backing variable. This is because an interface is analogous to a contract. All it can do is specify particular publicly accessible pieces of code that an implementing type must make available; it cannot contain any code itself.
Consider this scenario using what you suggest:
public interface InterfaceOne
{
int myBackingVariable;
int MyProperty { get { return myBackingVariable; } }
}
public interface InterfaceTwo
{
int myBackingVariable;
int MyProperty { get { return myBackingVariable; } }
}
public class MyClass : InterfaceOne, InterfaceTwo { }
We have a couple of problems here:
Because all members of an interface are--by definition--public, our backing variable is now exposed to anyone using the interface
Which myBackingVariable will MyClass use?
The most common approach taken is to declare the interface and a barebones abstract class that implements it. This allows you the flexibility of either inheriting from the abstract class and getting the implementation for free, or explicitly implementing the interface and being allowed to inherit from another class. It works something like this:
public interface IMyInterface
{
int MyProperty { get; set; }
}
public abstract class MyInterfaceBase : IMyInterface
{
int myProperty;
public int MyProperty
{
get { return myProperty; }
set { myProperty = value; }
}
}
Others have given the 'Why', so I'll just add that your interface can define a Control; if you wrap it in a property:
public interface IView {
Control Year { get; }
}
public Form : IView {
public Control Year { get { return uxYear; } } //numeric text box or whatever
}
A lot has been said already, but to make it simple, here's my take.
Interfaces are intended to have method contracts to be implemented by the consumers or classes and not to have fields to store values.
You may argue that then why properties are allowed? So the simple answer is - properties are internally defined as methods only.
Interfaces do not contain any implementation.
Define an interface with a property.
Further you can implement that interface in any class and use this class going forward.
If required you can have this property defined as virtual in the class so that you can modify its behaviour.
Beginning with C# 8.0, an interface may define a default implementation for members, including properties. Defining a default implementation for a property in an interface is rare because interfaces may not define instance data fields.
https://learn.microsoft.com/en-us/dotnet/csharp/programming-guide/classes-and-structs/interface-properties
interface IEmployee
{
string Name
{
get;
set;
}
int Counter
{
get;
}
}
public class Employee : IEmployee
{
public static int numberOfEmployees;
private string _name;
public string Name // read-write instance property
{
get => _name;
set => _name = value;
}
private int _counter;
public int Counter // read-only instance property
{
get => _counter;
}
// constructor
public Employee() => _counter = ++numberOfEmployees;
}
For this you can have a Car base class that implement the year field, and all other implementations can inheritance from it.
An interface defines public instance properties and methods. Fields are typically private, or at the most protected, internal or protected internal (the term "field" is typically not used for anything public).
As stated by other replies you can define a base class and define a protected property which will be accessible by all inheritors.
One oddity is that an interface can in fact be defined as internal but it limits the usefulness of the interface, and it is typically used to define internal functionality that is not used by other external code.

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