From a design and loose coupling standpoint. Is it a good idea to have an interface for each class in a project that might be part of a composition model?
I have a project where I'm doing this, but now I'm getting rather a lot of interfaces, in an attempt to keep things relatively loosely coupled.
Without knowing specifics of your design, that's how the Interface Segregation Principle (pdf) is supposed to work.
You should provide an interface for every class that you may need to swap out the implementation for (I wouldn't create an interface for each DTO, for example).
I generally create interfaces to loosely couple classes for testing so that I can create fakes for the classes I'm not interested in testing. EG a business logic manager class will have a reference to an interface for a data access class.
I only create an interface if I actually need a 'seam' for my tests, I don't just create interfaces for everything.
Related
Mocking abstract classes seems appealing at first, however some change in the constructor of the abstract class can broke unit tests where the mock of the abstract class is used. So unit test isolation is not 100%. I mean no one can guarantee that the constructor of the abstract class is simple. ( I mean do not throw, do not call DB or weird things like that). I know that the constructor should be simple, but I cannot guarantee that it will stay simple all the time.
Our legacy code base is abstract class heavy, and I don't really like to mock abstract classes.
This is the main reason I prefer interfaces, or wrapper interfaces around abstract classes. Is there a way to surround the call for the base class constructor? To be honest I have never ever created abstract class during TDD, but I cannot change the legacy part of our system.
I am biased to interfaces, but i am wondering that the issue I mentioned is real, or can be bypassed.
I would use interfaces over abstract classes as unless there's a good argument against it composition is preferable than inheritance.
But are you using a code productivity tool such as ReSharper or CodeRush? They allow you to refactor code including constructors efficiently which will save you hours in instances such as this.
I think the issue you mention is absolutely real. Mocking an abstract class and using its constructor or one of its concrete methods in the test really amounts to testing the class under test and the abstract class. It's not really a unit test any more. Mocks are already fragile animals, this only gives them an additional reason to screw your tests.
I guess the solution is pretty much contained in your question - use interfaces. It's best if you can make your legacy abstract classes implement these interfaces directly, but you can also wrap them and depend on the wrapper's interface rather than on the abstract class.
Being "interface biased" might not be a bad idea when it comes to dependencies. Interfaces define a contract describing what operations are available on a collaborator. Abstract classes (not purely abstract ones, which are pretty useless compared to interfaces) describe how a family of classes behave when executing a particular operation. You don't want to depend on the how and be coupled to details, you want to be coupled to high level abstractions.
As neoistheone commented, you can generate stubs from abstract classes with the Microsoft Fakes framework.
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Interface vs Abstract Class (general OO)
I can see their advantage in coordination of a developing team, or code that might be further developed by others.
But if not, is there a reason to use them at all? What would happen if I omit them?
Abstract – I'll be able to instantiate it. No problem. If it doesn't make sense – I won't.
Interface – I have that functionality declared in all classes deriving from it anyway.
Note: I'm not asking what they are. I'm asking whether they're helpful for anything but coordination.
Both are what I call contracts and can be used in the following fashion by an individual developer:
Abstract
Allows for polymophism of differing derived implementations.
Allows one to create base functionality which can be dictated or not that the derived class be required to implement.
Allows for a default operation to be runtime consumed if the derived does not implement or required to implement.
Provides a consistency across derived objects which a base class pointer can utilize without having to have the actual derived; hence allows generic operations on a derived object from a base class reference similar to an Interface in runtime operation.
Interface
Allows a generic pattern of usage as a defacto contract of operation(s).
This usage is can be targetted to the process in hand and allows for the
surgically precise operations for that contract.
Used to help with
factory patterns (its the object returned), mocking of data during
unit tests and the ability to replace an existing class (say from a
factory returning the interface) with a different object and it
doesn't cause any consumer of the factory any pain of refactoring due to the adherence of the interface contract.
Provides a pattern of usage which can be easily understood away from the static of the rest of the class's implementation.
Long story short are they required to get a job done? No.
But if you are into designing systems which will have a lifespan of more than one cycle, the upfront work by said architect will pay off in the long run whether on a team or by an individual.
++Update
I do practice what I preach and when handing off a project to other developers it was nice to say
Look at the interface IProcess which all the primary business classes adhere to. That process defines a system of goals which can help you understand the purpose and the execution of the business logic in a defined way.
While maintaining and adding new functionality to the project the interfaces actually helped me remember the flow and easily add new business logic into the project.
I think if you're not coordinating with others, it does two things
helps keep your from doing weird things to your own code. Imagine
your write a class, and use it in multiple projects. You may evolve
it in one project so that it is unrecognizable from it's cousin in
another project. Having an abstract class or interface makes you
think twice about changing the function signatures.
it gives you flexibility going forward - plenty of classic examples here. Use
the generic form of the thing you're trying to accomplish, and if
you decide you need a different kind later (streamreaders are a
great example, right?) you can more easily implement it later.
Abstract - you can instantiate a child of it, but what is more important, it can has its own non abstract methods and fields.
Interface - more "rough" one in regard of abstract, but in .NET you can have multiple inheritance. So by defining interface you can lead consumer of your interface(s) to subscribe to different contracts(interfaces), so present different "shapes" of specified type.
There are many reasons to use either construct even if you are not coordinating with anyone. The main use is that both actually help express the developper intent, which may help you later figure out why you choose the design you actually chose. They also may allow for further extensibility.
Abstract class allow you to define one common implementation that will be shared across many derived classes while delegating some of the behavior to the child classes. It allows the DRY (don't repeat yourself) principle to avoid having the same code repeated everywhere.
Interfaces expresses that your class implements one specific contract. This has a very useful uses within the framework, among which:
Use of library functionality that necessitate the implementation of some Interface. Examples are IDisposable, IEquatable, IEnumerable...
Use of constraints in generics.
Allow mocking of interfaces (if you do unit testing) whithout having to instanciate a real object.
Use of COM objects
I am working on a asp.net project having a three-layered implementation. DataAccess Layer is there.DataAccessContract is a layer which contains all the interfaces which classes in dataaccess layer implement.Similarly we have a business layer and a businessLayer contract.
Now when we call Data Access from Business Layer, we call
IUserDAL userControllerDAL=new UserDAL();
UserDAL is inside DataAccess and IUserDAL is inside DataAccessContract.
I could have done it this way
UserDAL user=new UserDAL();
What is the difference between these two approaches and how first one is better than second. is it some pattern in the first case.Please explain with some examples.
The object is instantiated in exactly the same way, however what you can access from that object is different. Usually the interface offers less functionality, which can be a good thing if you don't want developers doing certain things. Or there could be explicit declarations for some methods in the object that can only be accessed through the interface.
The purpose is separating contract (the interface you are working with) from implementation (the class that implements that interface).
Suppose you want to implement a Result Randomizing DAL (just for the heck of it). Wiht option 1, you'd need to either inherit from DAL, or modify all places where DAL is used.
Inheritance is problematic: DAL implementation might be sealed, you might want to inherit from something else, etc.
In the second case, you make your class standalone and just change the instantiation:
IUserDAL dal;
if (AprilFirst)
dal = new ReasultRandomizingUserDAL();
else
dal = new UserDAL();
The object instantiated itself is identical.
I would like to add that working with interfaces is better for implementing a IoC container.
There is a great advantage if you want to use inversion of control. You may google about it.
See Why are interfaces important
It should answer your question :D
What is need of interfaces in c# ? as we are writing abstract method in interfaces. instead of that we can directly implement those methods in class.
Interfaces don't support implementation, so you cannot supply any default implementations as you can with abstract classes. Additionally, interfaces are not restricted to hierarchies, so they are more flexible than abstract classes.
You do not need to use interfaces in C#. They are useful and appropriate in some circumstances, but not in all circumstances. A handy rule of thumb that I use is that if, in your project, you only have one class that implements an interface, you do not need that interface.
Note: one possible counter to this rule of thumb is that you may need to write a second implementing class in the future, which may justify the use of the interface. I do not necessarily agree, as I think a considerable amount of time in programming is wasted anticipating future scenarios which never materialize.
You may want to read up on polymorphism.
For myself, I find a lot of use out of interfaces when I have similar objects but completely different implementations of the same methods.
Additionally, you can implement multiple interfaces but inherit only one abstract class. I find this very useful because my business objects have a better representation.
When writing any N-Tiered application which separates out business logic from the presentation I think you will start to find many uses for interfaces.
Interface is needed exactly as described in books: to define a contract between components. They are one of the best ways to expose certain functionality to other modules while preserving encapsulation.
For example:
1) try, without an interface, to expose some piece of functionality implemented in assembly 'A', to assembly 'B', with no actual implementation visible to assembly 'A'.
2) Even worse - if we consider .NET remoting scenarios, where the server must expose certain
functionality to the client, while the functionality is implemented and hosted on the server side. In this case an assembly is published to a client, where interfaces for the server-hosted classes are defined.
Think of Interfaces as contracts.
You create a contract that a class must follow. For example, if our Dog object must have a Walk method, it's defining class must implement this method.
In order to force every dog class (inherited or not) to implement this method, you must make them adhere to a contract i.e assign an interface which specifies that method.
An interface is a construct that enforces particular classes to follow strict rules of implementation.
The reason for this is that you end up with Dog objects (inherited or not) that now, by default, have a Walk method. This means you can pass these objects as parameters, safe in the knowledge that you can call the Walk method on any Dog class (inherited or not) and it will deffinately be implemented.
If you want to write testable code, you will usually need to employ interfaces. When unit testing, you may have ClassA which depends upon ClassB which Depends upon ClassC etc, but you only want to test ClassA. You certainly don't want to create a ClassC to pass to a ClassB just to instantiate ClassA.
In that case, you make ClassA depend upon IClassB (or some more generic name, most likely that does not imply anything about the ClassB implementation) and mock out IClassB in your tests.
It is all about dependency management for me.
You need interfaces when you want to think of a disparate set of classes as all being the same type of object. Say, for example, you have a set of classes that all read their configuration from a file. One way to handle this is to have all the classes implement the appropriate methods to read a configuration from a file. The trouble with this is that then any code that uses those classes and wants to configure them needs to know about all the different classes so that it can use the methods on them.
Another way is to have them all derive from a single base class. That way any code using the classes need only know about the base class -- it can treat any of the derived classes as the base class and use those methods defined in the base class to do the configuration. This isn't so bad, but it has the major drawback -- since C# doesn't support multiple inheritance -- of limiting your inheritance chain. If you want to be able to have the same sort of ability for some of the classes, but not all of them for a different set of behavior, you're stuck implementing it for all of them anyway. Not good.
The last way is to use interfaces to define the behavior. Any class wanting to implement the behavior need only implement the interface. Any class wanting to use the behavior need only know about the interface and can then use any class that implements it. Classes can implement any interface or even multiple interfaces so you have granular "allocation" of behavior among classes. You can still use base classes and inheritance hierarchies to provide the main behavior of a class in a shared way, but the class is also free to implement other interfaces to give itself more behavior and still retain the convenience of classes that use it to know only about the interface.
Interfaces allow implementers to use their own base class. With abstract classes, implementers are forced to use the given base class to implement the interface even if it actually makes more sense for the implementer to use a project-specific base class.
Interfaces are used to define the behaviour/properties of classes without specifying the implementation. If you begin thinking about classes as fulfilling roles rather than just being a bundle of methods and properties then you can begin assigning multiple roles to classes using interfaces - which is not possible using straight inheritance in C# as you can only inherit from a single class. By making clients of the classes depend on the interfaces (roles) rather than the class itself your code will be more loosely coupled and probably better designed.
Another benefit of this is if you are writing unit tests they are more likely to be focussed on behaviour rather than state. Coding against interfaces makes it very easy to make mock/stub implementations for this type of testing.
Not everything will need interfaces - but most things with behaviour probably (i.e. more than just a bundle of data) should have them IMHO as you'll always have two implementations: a real one in your application and one or more fake ones in your tests.
Interface is a contract that defines the signature of the functionality. So if a class is implementing
a interface it says to the outer world, that it provides specific behavior.
Example if a class is
implementing ‘Idisposable’ interface that means it has a functionality to release unmanaged
resources. Now external objects using this class know that it has contract by which it can dispose
unused unmanaged objects.
As presented by GoF 1st principle: Program to an interface not an implementation.
This helps in many ways. It's easier to change the implementation, it's easier to make the code testable and so on...
Hopes this helps.
I'm writing an application using DDD techniques. This is my first attempt at a DDD project. It is also my first greenfield project and I am the sole developer. I've fleshed out the domain model and User interface. Now I'm starting on the persistence layer. I start with a unit test, as usual.
[Test]
public void ShouldAddEmployerToCollection()
{
var employerRepository = new EmployerRepository();
var employer = _mockery.NewMock<Employer>();
employerRepository.Add(employer);
_mockery.VerifyAllExpectationsHaveBeenMet();
}
As you can see I haven't written any expectations for the Add() function. I got this far and realized I haven't settled on a particular database vendor yet. In fact I'm not even sure it calls for a db engine at all. Flat files or xml may be just as reasonable. So I'm left wondering what my next step should be.
Should I add another layer of abstraction... say a DataStore interface or look for an existing library that's already done the work for me? I'd like to avoid tying the program to a particular database technology if I can.
With your requirements, the only abstraction you really need is a repository interface that has basic CRUD semantics so that your client code and collaborating objects only deal with IEmployerRepository objects rather than concrete repositories. You have a few options for going about that:
1) No more abstractions. Just construct the concrete repository in your top-level application where you need it:
IEmployeeRepository repository = new StubEmployeeRepository();
IEmployee employee = repository.GetEmployee(id);
Changing that in a million places will get old, so this technique is only really viable for very small projects.
2) Create repository factories to use in your application:
IEmployeeRepository repository = repositoryFactory<IEmployee>.CreateRepository();
IEmployee employee = repository.GetEmployee(id);
You might pass the repository factory into the classes that will use it, or you might create an application-level static variable to hold it (it's a singleton, which is unfortunate, but fairly well-bounded).
3) Use a dependency injection container (essentially a general-purpose factory and configuration mechanism):
// A lot of DI containers use this 'Resolve' format.
IEmployeeRepository repository = container.Resolve<IEmployee>();
IEmployee employee = repository.GetEmployee(id);
If you haven't used DI containers before, there are lots of good questions and answers about them here on SO (such as Which C#/.NET Dependency Injection frameworks are worth looking into? and Data access, unit testing, dependency injection), and you would definitely want to read Martin Fowler's Inversion of Control Containers and the Dependency Injection pattern).
At some point you will have to make a call as to what your repository will do with the data. When you're starting your project it's probably best to keep it as simple as possible, and only add abstraction layers when necessary. Simply defining what your repositories / DAOs are is probably enough at this stage.
Usually, the repository / repositories / DAOs should know about the implementation details of which database or ORM you have decided to use. I expect this is why you are using repositories in DDD. This way your tests can mock the repositories and be agnostic of the implementation.
I wrote a blog post on implementing the Repository pattern on top of NHibernate, I think it will benefit you regardless of whether you use NHibernate or not.
Creating a common generic and extensible NHiberate Repository
One thing I've found with persistence layers is to make sure that there is a spot where you can start doing abstraction. If you're database grows, you might need to start implementing sharding and unless there's already an abstraction layer already available, it can be difficult to add one later.
I believe you shouldn't add yet another layer below the repository classes just for the purpose of unit testing, specially if you haven't chosen your persistence technology. I don't think you can create an interface more granular than "repository.GetEmployee(id)" without exposing details about the persistence method.
If you're really considering using flat text or XML files, I believe the best option is to stick with the repository interface abstraction. But if you have decided to use databases, and you're just not sure about the vendor, an ORM tool might be the way to go.