Multiple Inheritance in C# - c#

Since multiple inheritance is bad (it makes the source more complicated) C# does not provide such a pattern directly. But sometimes it would be helpful to have this ability.
For instance I'm able to implement the missing multiple inheritance pattern using interfaces and three classes like that:
public interface IFirst { void FirstMethod(); }
public interface ISecond { void SecondMethod(); }
public class First:IFirst
{
public void FirstMethod() { Console.WriteLine("First"); }
}
public class Second:ISecond
{
public void SecondMethod() { Console.WriteLine("Second"); }
}
public class FirstAndSecond: IFirst, ISecond
{
First first = new First();
Second second = new Second();
public void FirstMethod() { first.FirstMethod(); }
public void SecondMethod() { second.SecondMethod(); }
}
Every time I add a method to one of the interfaces I need to change the class FirstAndSecond as well.
Is there a way to inject multiple existing classes into one new class like it is possible in C++?
Maybe there is a solution using some kind of code generation?
Or it may look like this (imaginary c# syntax):
public class FirstAndSecond: IFirst from First, ISecond from Second
{ }
So that there won't be a need to update the class FirstAndSecond when I modify one of the interfaces.
EDIT
Maybe it would be better to consider a practical example:
You have an existing class (e.g. a text based TCP client based on ITextTcpClient) which you do already use at different locations inside your project. Now you feel the need to create a component of your class to be easy accessible for windows forms developers.
As far as I know you currently have two ways to do this:
Write a new class that is inherited from components and implements the interface of the TextTcpClient class using an instance of the class itself as shown with FirstAndSecond.
Write a new class that inherits from TextTcpClient and somehow implements IComponent (haven't actually tried this yet).
In both cases you need to do work per method and not per class. Since you know that we will need all the methods of TextTcpClient and Component it would be the easiest solution to just combine those two into one class.
To avoid conflicts this may be done by code generation where the result could be altered afterwards but typing this by hand is a pure pain in the ass.

Consider just using composition instead of trying to simulate Multiple Inheritance. You can use Interfaces to define what classes make up the composition, eg: ISteerable implies a property of type SteeringWheel, IBrakable implies a property of type BrakePedal, etc.
Once you've done that, you could use the Extension Methods feature added to C# 3.0 to further simplify calling methods on those implied properties, eg:
public interface ISteerable { SteeringWheel wheel { get; set; } }
public interface IBrakable { BrakePedal brake { get; set; } }
public class Vehicle : ISteerable, IBrakable
{
public SteeringWheel wheel { get; set; }
public BrakePedal brake { get; set; }
public Vehicle() { wheel = new SteeringWheel(); brake = new BrakePedal(); }
}
public static class SteeringExtensions
{
public static void SteerLeft(this ISteerable vehicle)
{
vehicle.wheel.SteerLeft();
}
}
public static class BrakeExtensions
{
public static void Stop(this IBrakable vehicle)
{
vehicle.brake.ApplyUntilStop();
}
}
public class Main
{
Vehicle myCar = new Vehicle();
public void main()
{
myCar.SteerLeft();
myCar.Stop();
}
}

Since multiple inheritance is bad (it makes the source more complicated) C# does not provide such a pattern directly. But sometimes it would be helpful to have this ability.
C# and the .net CLR have not implemented MI because they have not concluded how it would inter-operate between C#, VB.net and the other languages yet, not because "it would make source more complex"
MI is a useful concept, the un-answered questions are ones like:- "What do you do when you have multiple common base classes in the different superclasses?
Perl is the only language I've ever worked with where MI works and works well. .Net may well introduce it one day but not yet, the CLR does already support MI but as I've said, there are no language constructs for it beyond that yet.
Until then you are stuck with Proxy objects and multiple Interfaces instead :(

I created a C# post-compiler that enables this kind of thing:
using NRoles;
public interface IFirst { void FirstMethod(); }
public interface ISecond { void SecondMethod(); }
public class RFirst : IFirst, Role {
public void FirstMethod() { Console.WriteLine("First"); }
}
public class RSecond : ISecond, Role {
public void SecondMethod() { Console.WriteLine("Second"); }
}
public class FirstAndSecond : Does<RFirst>, Does<RSecond> { }
You can run the post-compiler as a Visual Studio post-build-event:
C:\some_path\nroles-v0.1.0-bin\nutate.exe "$(TargetPath)"
In the same assembly you use it like this:
var fas = new FirstAndSecond();
fas.As<RFirst>().FirstMethod();
fas.As<RSecond>().SecondMethod();
In another assembly you use it like this:
var fas = new FirstAndSecond();
fas.FirstMethod();
fas.SecondMethod();

You could have one abstract base class that implements both IFirst and ISecond, and then inherit from just that base.

With C# 8 now you practically have multiple inheritance via default implementation of interface members:
interface ILogger
{
void Log(LogLevel level, string message);
void Log(Exception ex) => Log(LogLevel.Error, ex.ToString()); // New overload
}
class ConsoleLogger : ILogger
{
public void Log(LogLevel level, string message) { ... }
// Log(Exception) gets default implementation
}

This is along the lines of Lawrence Wenham's answer, but depending on your use case, it may or may not be an improvement -- you don't need the setters.
public interface IPerson {
int GetAge();
string GetName();
}
public interface IGetPerson {
IPerson GetPerson();
}
public static class IGetPersonAdditions {
public static int GetAgeViaPerson(this IGetPerson getPerson) { // I prefer to have the "ViaPerson" in the name in case the object has another Age property.
IPerson person = getPerson.GetPersion();
return person.GetAge();
}
public static string GetNameViaPerson(this IGetPerson getPerson) {
return getPerson.GetPerson().GetName();
}
}
public class Person: IPerson, IGetPerson {
private int Age {get;set;}
private string Name {get;set;}
public IPerson GetPerson() {
return this;
}
public int GetAge() { return Age; }
public string GetName() { return Name; }
}
Now any object that knows how to get a person can implement IGetPerson, and it will automatically have the GetAgeViaPerson() and GetNameViaPerson() methods. From this point, basically all Person code goes into IGetPerson, not into IPerson, other than new ivars, which have to go into both. And in using such code, you don't have to be concerned about whether or not your IGetPerson object is itself actually an IPerson.

In my own implementation I found that using classes/interfaces for MI, although "good form", tended to be a massive over complication since you need to set up all that multiple inheritance for only a few necessary function calls, and in my case, needed to be done literally dozens of times redundantly.
Instead it was easier to simply make static "functions that call functions that call functions" in different modular varieties as a sort of OOP replacement. The solution I was working on was the "spell system" for a RPG where effects need to heavily mix-and-match function calling to give an extreme variety of spells without re-writing code, much like the example seems to indicate.
Most of the functions can now be static because I don't necessarily need an instance for spell logic, whereas class inheritance can't even use virtual or abstract keywords while static. Interfaces can't use them at all.
Coding seems way faster and cleaner this way IMO. If you're just doing functions, and don't need inherited properties, use functions.

If you can live with the restriction that the methods of IFirst and ISecond must only interact with the contract of IFirst and ISecond (like in your example)... you can do what you ask with extension methods. In practice, this is rarely the case.
public interface IFirst {}
public interface ISecond {}
public class FirstAndSecond : IFirst, ISecond
{
}
public static MultipleInheritenceExtensions
{
public static void First(this IFirst theFirst)
{
Console.WriteLine("First");
}
public static void Second(this ISecond theSecond)
{
Console.WriteLine("Second");
}
}
///
public void Test()
{
FirstAndSecond fas = new FirstAndSecond();
fas.First();
fas.Second();
}
So the basic idea is that you define the required implementation in the interfaces... this required stuff should support the flexible implementation in the extension methods. Anytime you need to "add methods to the interface" instead you add an extension method.

Yes using Interface is a hassle because anytime we add a method in the class we have to add the signature in the interface. Also, what if we already have a class with a bunch of methods but no Interface for it? we have to manually create Interface for all the classes that we want to inherit from. And the worst thing is, we have to implement all methods in the Interfaces in the child class if the child class is to inherit from the multiple interface.
By following Facade design pattern we can simulate inheriting from multiple classes using accessors. Declare the classes as properties with {get;set;} inside the class that need to inherit and all public properties and methods are from that class, and in the constructor of the child class instantiate the parent classes.
For example:
namespace OOP
{
class Program
{
static void Main(string[] args)
{
Child somechild = new Child();
somechild.DoHomeWork();
somechild.CheckingAround();
Console.ReadLine();
}
}
public class Father
{
public Father() { }
public void Work()
{
Console.WriteLine("working...");
}
public void Moonlight()
{
Console.WriteLine("moonlighting...");
}
}
public class Mother
{
public Mother() { }
public void Cook()
{
Console.WriteLine("cooking...");
}
public void Clean()
{
Console.WriteLine("cleaning...");
}
}
public class Child
{
public Father MyFather { get; set; }
public Mother MyMother { get; set; }
public Child()
{
MyFather = new Father();
MyMother = new Mother();
}
public void GoToSchool()
{
Console.WriteLine("go to school...");
}
public void DoHomeWork()
{
Console.WriteLine("doing homework...");
}
public void CheckingAround()
{
MyFather.Work();
MyMother.Cook();
}
}
}
with this structure class Child will have access to all methods and properties of Class Father and Mother, simulating multiple inheritance, inheriting an instance of the parent classes. Not quite the same but it is practical.

Multiple inheritance is one of those things that generally causes more problems than it solves. In C++ it fits the pattern of giving you enough rope to hang yourself, but Java and C# have chosen to go the safer route of not giving you the option. The biggest problem is what to do if you inherit multiple classes that have a method with the same signature that the inheritee doesn't implement. Which class's method should it choose? Or should that not compile? There is generally another way to implement most things that doesn't rely on multiple inheritance.

If X inherits from Y, that has two somewhat orthogonal effects:
Y will provide default functionality for X, so the code for X only has to include stuff which is different from Y.
Almost anyplace a Y would be expected, an X may be used instead.
Although inheritance provides for both features, it is not hard to imagine circumstances where either could be of use without the other. No .net language I know of has a direct way of implementing the first without the second, though one could obtain such functionality by defining a base class which is never used directly, and having one or more classes that inherit directly from it without adding anything new (such classes could share all their code, but would not be substitutable for each other). Any CLR-compliant language, however, will allow the use of interfaces which provide the second feature of interfaces (substitutability) without the first (member reuse).

i know i know
even though its not allowed and so on, sometime u actualy need it so for the those:
class a {}
class b : a {}
class c : b {}
like in my case i wanted to do this
class b : Form (yep the windows.forms)
class c : b {}
cause half of the function were identical and with interface u must rewrite them all

Since the question of multiple inheritance (MI) pops up from time to time, I'd like to add an approach which addresses some problems with the composition pattern.
I build upon the IFirst, ISecond,First, Second, FirstAndSecond approach, as it was presented in the question. I reduce sample code to IFirst, since the pattern stays the same regardless of the number of interfaces / MI base classes.
Lets assume, that with MI First and Second would both derive from the same base class BaseClass, using only public interface elements from BaseClass
This can be expressed, by adding a container reference to BaseClass in the First and Second implementation:
class First : IFirst {
private BaseClass ContainerInstance;
First(BaseClass container) { ContainerInstance = container; }
public void FirstMethod() { Console.WriteLine("First"); ContainerInstance.DoStuff(); }
}
...
Things become more complicated, when protected interface elements from BaseClass are referenced or when First and Second would be abstract classes in MI, requiring their subclasses to implement some abstract parts.
class BaseClass {
protected void DoStuff();
}
abstract class First : IFirst {
public void FirstMethod() { DoStuff(); DoSubClassStuff(); }
protected abstract void DoStuff(); // base class reference in MI
protected abstract void DoSubClassStuff(); // sub class responsibility
}
C# allows nested classes to access protected/private elements of their containing classes, so this can be used to link the abstract bits from the First implementation.
class FirstAndSecond : BaseClass, IFirst, ISecond {
// link interface
private class PartFirst : First {
private FirstAndSecond ContainerInstance;
public PartFirst(FirstAndSecond container) {
ContainerInstance = container;
}
// forwarded references to emulate access as it would be with MI
protected override void DoStuff() { ContainerInstance.DoStuff(); }
protected override void DoSubClassStuff() { ContainerInstance.DoSubClassStuff(); }
}
private IFirst partFirstInstance; // composition object
public FirstMethod() { partFirstInstance.FirstMethod(); } // forwarded implementation
public FirstAndSecond() {
partFirstInstance = new PartFirst(this); // composition in constructor
}
// same stuff for Second
//...
// implementation of DoSubClassStuff
private void DoSubClassStuff() { Console.WriteLine("Private method accessed"); }
}
There is quite some boilerplate involved, but if the actual implementation of FirstMethod and SecondMethod are sufficiently complex and the amount of accessed private/protected methods is moderate, then this pattern may help to overcome lacking multiple inheritance.

Related

Is there a better way to create Class than this? [duplicate]

Since multiple inheritance is bad (it makes the source more complicated) C# does not provide such a pattern directly. But sometimes it would be helpful to have this ability.
For instance I'm able to implement the missing multiple inheritance pattern using interfaces and three classes like that:
public interface IFirst { void FirstMethod(); }
public interface ISecond { void SecondMethod(); }
public class First:IFirst
{
public void FirstMethod() { Console.WriteLine("First"); }
}
public class Second:ISecond
{
public void SecondMethod() { Console.WriteLine("Second"); }
}
public class FirstAndSecond: IFirst, ISecond
{
First first = new First();
Second second = new Second();
public void FirstMethod() { first.FirstMethod(); }
public void SecondMethod() { second.SecondMethod(); }
}
Every time I add a method to one of the interfaces I need to change the class FirstAndSecond as well.
Is there a way to inject multiple existing classes into one new class like it is possible in C++?
Maybe there is a solution using some kind of code generation?
Or it may look like this (imaginary c# syntax):
public class FirstAndSecond: IFirst from First, ISecond from Second
{ }
So that there won't be a need to update the class FirstAndSecond when I modify one of the interfaces.
EDIT
Maybe it would be better to consider a practical example:
You have an existing class (e.g. a text based TCP client based on ITextTcpClient) which you do already use at different locations inside your project. Now you feel the need to create a component of your class to be easy accessible for windows forms developers.
As far as I know you currently have two ways to do this:
Write a new class that is inherited from components and implements the interface of the TextTcpClient class using an instance of the class itself as shown with FirstAndSecond.
Write a new class that inherits from TextTcpClient and somehow implements IComponent (haven't actually tried this yet).
In both cases you need to do work per method and not per class. Since you know that we will need all the methods of TextTcpClient and Component it would be the easiest solution to just combine those two into one class.
To avoid conflicts this may be done by code generation where the result could be altered afterwards but typing this by hand is a pure pain in the ass.
Consider just using composition instead of trying to simulate Multiple Inheritance. You can use Interfaces to define what classes make up the composition, eg: ISteerable implies a property of type SteeringWheel, IBrakable implies a property of type BrakePedal, etc.
Once you've done that, you could use the Extension Methods feature added to C# 3.0 to further simplify calling methods on those implied properties, eg:
public interface ISteerable { SteeringWheel wheel { get; set; } }
public interface IBrakable { BrakePedal brake { get; set; } }
public class Vehicle : ISteerable, IBrakable
{
public SteeringWheel wheel { get; set; }
public BrakePedal brake { get; set; }
public Vehicle() { wheel = new SteeringWheel(); brake = new BrakePedal(); }
}
public static class SteeringExtensions
{
public static void SteerLeft(this ISteerable vehicle)
{
vehicle.wheel.SteerLeft();
}
}
public static class BrakeExtensions
{
public static void Stop(this IBrakable vehicle)
{
vehicle.brake.ApplyUntilStop();
}
}
public class Main
{
Vehicle myCar = new Vehicle();
public void main()
{
myCar.SteerLeft();
myCar.Stop();
}
}
Since multiple inheritance is bad (it makes the source more complicated) C# does not provide such a pattern directly. But sometimes it would be helpful to have this ability.
C# and the .net CLR have not implemented MI because they have not concluded how it would inter-operate between C#, VB.net and the other languages yet, not because "it would make source more complex"
MI is a useful concept, the un-answered questions are ones like:- "What do you do when you have multiple common base classes in the different superclasses?
Perl is the only language I've ever worked with where MI works and works well. .Net may well introduce it one day but not yet, the CLR does already support MI but as I've said, there are no language constructs for it beyond that yet.
Until then you are stuck with Proxy objects and multiple Interfaces instead :(
I created a C# post-compiler that enables this kind of thing:
using NRoles;
public interface IFirst { void FirstMethod(); }
public interface ISecond { void SecondMethod(); }
public class RFirst : IFirst, Role {
public void FirstMethod() { Console.WriteLine("First"); }
}
public class RSecond : ISecond, Role {
public void SecondMethod() { Console.WriteLine("Second"); }
}
public class FirstAndSecond : Does<RFirst>, Does<RSecond> { }
You can run the post-compiler as a Visual Studio post-build-event:
C:\some_path\nroles-v0.1.0-bin\nutate.exe "$(TargetPath)"
In the same assembly you use it like this:
var fas = new FirstAndSecond();
fas.As<RFirst>().FirstMethod();
fas.As<RSecond>().SecondMethod();
In another assembly you use it like this:
var fas = new FirstAndSecond();
fas.FirstMethod();
fas.SecondMethod();
You could have one abstract base class that implements both IFirst and ISecond, and then inherit from just that base.
With C# 8 now you practically have multiple inheritance via default implementation of interface members:
interface ILogger
{
void Log(LogLevel level, string message);
void Log(Exception ex) => Log(LogLevel.Error, ex.ToString()); // New overload
}
class ConsoleLogger : ILogger
{
public void Log(LogLevel level, string message) { ... }
// Log(Exception) gets default implementation
}
This is along the lines of Lawrence Wenham's answer, but depending on your use case, it may or may not be an improvement -- you don't need the setters.
public interface IPerson {
int GetAge();
string GetName();
}
public interface IGetPerson {
IPerson GetPerson();
}
public static class IGetPersonAdditions {
public static int GetAgeViaPerson(this IGetPerson getPerson) { // I prefer to have the "ViaPerson" in the name in case the object has another Age property.
IPerson person = getPerson.GetPersion();
return person.GetAge();
}
public static string GetNameViaPerson(this IGetPerson getPerson) {
return getPerson.GetPerson().GetName();
}
}
public class Person: IPerson, IGetPerson {
private int Age {get;set;}
private string Name {get;set;}
public IPerson GetPerson() {
return this;
}
public int GetAge() { return Age; }
public string GetName() { return Name; }
}
Now any object that knows how to get a person can implement IGetPerson, and it will automatically have the GetAgeViaPerson() and GetNameViaPerson() methods. From this point, basically all Person code goes into IGetPerson, not into IPerson, other than new ivars, which have to go into both. And in using such code, you don't have to be concerned about whether or not your IGetPerson object is itself actually an IPerson.
In my own implementation I found that using classes/interfaces for MI, although "good form", tended to be a massive over complication since you need to set up all that multiple inheritance for only a few necessary function calls, and in my case, needed to be done literally dozens of times redundantly.
Instead it was easier to simply make static "functions that call functions that call functions" in different modular varieties as a sort of OOP replacement. The solution I was working on was the "spell system" for a RPG where effects need to heavily mix-and-match function calling to give an extreme variety of spells without re-writing code, much like the example seems to indicate.
Most of the functions can now be static because I don't necessarily need an instance for spell logic, whereas class inheritance can't even use virtual or abstract keywords while static. Interfaces can't use them at all.
Coding seems way faster and cleaner this way IMO. If you're just doing functions, and don't need inherited properties, use functions.
If you can live with the restriction that the methods of IFirst and ISecond must only interact with the contract of IFirst and ISecond (like in your example)... you can do what you ask with extension methods. In practice, this is rarely the case.
public interface IFirst {}
public interface ISecond {}
public class FirstAndSecond : IFirst, ISecond
{
}
public static MultipleInheritenceExtensions
{
public static void First(this IFirst theFirst)
{
Console.WriteLine("First");
}
public static void Second(this ISecond theSecond)
{
Console.WriteLine("Second");
}
}
///
public void Test()
{
FirstAndSecond fas = new FirstAndSecond();
fas.First();
fas.Second();
}
So the basic idea is that you define the required implementation in the interfaces... this required stuff should support the flexible implementation in the extension methods. Anytime you need to "add methods to the interface" instead you add an extension method.
Yes using Interface is a hassle because anytime we add a method in the class we have to add the signature in the interface. Also, what if we already have a class with a bunch of methods but no Interface for it? we have to manually create Interface for all the classes that we want to inherit from. And the worst thing is, we have to implement all methods in the Interfaces in the child class if the child class is to inherit from the multiple interface.
By following Facade design pattern we can simulate inheriting from multiple classes using accessors. Declare the classes as properties with {get;set;} inside the class that need to inherit and all public properties and methods are from that class, and in the constructor of the child class instantiate the parent classes.
For example:
namespace OOP
{
class Program
{
static void Main(string[] args)
{
Child somechild = new Child();
somechild.DoHomeWork();
somechild.CheckingAround();
Console.ReadLine();
}
}
public class Father
{
public Father() { }
public void Work()
{
Console.WriteLine("working...");
}
public void Moonlight()
{
Console.WriteLine("moonlighting...");
}
}
public class Mother
{
public Mother() { }
public void Cook()
{
Console.WriteLine("cooking...");
}
public void Clean()
{
Console.WriteLine("cleaning...");
}
}
public class Child
{
public Father MyFather { get; set; }
public Mother MyMother { get; set; }
public Child()
{
MyFather = new Father();
MyMother = new Mother();
}
public void GoToSchool()
{
Console.WriteLine("go to school...");
}
public void DoHomeWork()
{
Console.WriteLine("doing homework...");
}
public void CheckingAround()
{
MyFather.Work();
MyMother.Cook();
}
}
}
with this structure class Child will have access to all methods and properties of Class Father and Mother, simulating multiple inheritance, inheriting an instance of the parent classes. Not quite the same but it is practical.
Multiple inheritance is one of those things that generally causes more problems than it solves. In C++ it fits the pattern of giving you enough rope to hang yourself, but Java and C# have chosen to go the safer route of not giving you the option. The biggest problem is what to do if you inherit multiple classes that have a method with the same signature that the inheritee doesn't implement. Which class's method should it choose? Or should that not compile? There is generally another way to implement most things that doesn't rely on multiple inheritance.
If X inherits from Y, that has two somewhat orthogonal effects:
Y will provide default functionality for X, so the code for X only has to include stuff which is different from Y.
Almost anyplace a Y would be expected, an X may be used instead.
Although inheritance provides for both features, it is not hard to imagine circumstances where either could be of use without the other. No .net language I know of has a direct way of implementing the first without the second, though one could obtain such functionality by defining a base class which is never used directly, and having one or more classes that inherit directly from it without adding anything new (such classes could share all their code, but would not be substitutable for each other). Any CLR-compliant language, however, will allow the use of interfaces which provide the second feature of interfaces (substitutability) without the first (member reuse).
i know i know
even though its not allowed and so on, sometime u actualy need it so for the those:
class a {}
class b : a {}
class c : b {}
like in my case i wanted to do this
class b : Form (yep the windows.forms)
class c : b {}
cause half of the function were identical and with interface u must rewrite them all
Since the question of multiple inheritance (MI) pops up from time to time, I'd like to add an approach which addresses some problems with the composition pattern.
I build upon the IFirst, ISecond,First, Second, FirstAndSecond approach, as it was presented in the question. I reduce sample code to IFirst, since the pattern stays the same regardless of the number of interfaces / MI base classes.
Lets assume, that with MI First and Second would both derive from the same base class BaseClass, using only public interface elements from BaseClass
This can be expressed, by adding a container reference to BaseClass in the First and Second implementation:
class First : IFirst {
private BaseClass ContainerInstance;
First(BaseClass container) { ContainerInstance = container; }
public void FirstMethod() { Console.WriteLine("First"); ContainerInstance.DoStuff(); }
}
...
Things become more complicated, when protected interface elements from BaseClass are referenced or when First and Second would be abstract classes in MI, requiring their subclasses to implement some abstract parts.
class BaseClass {
protected void DoStuff();
}
abstract class First : IFirst {
public void FirstMethod() { DoStuff(); DoSubClassStuff(); }
protected abstract void DoStuff(); // base class reference in MI
protected abstract void DoSubClassStuff(); // sub class responsibility
}
C# allows nested classes to access protected/private elements of their containing classes, so this can be used to link the abstract bits from the First implementation.
class FirstAndSecond : BaseClass, IFirst, ISecond {
// link interface
private class PartFirst : First {
private FirstAndSecond ContainerInstance;
public PartFirst(FirstAndSecond container) {
ContainerInstance = container;
}
// forwarded references to emulate access as it would be with MI
protected override void DoStuff() { ContainerInstance.DoStuff(); }
protected override void DoSubClassStuff() { ContainerInstance.DoSubClassStuff(); }
}
private IFirst partFirstInstance; // composition object
public FirstMethod() { partFirstInstance.FirstMethod(); } // forwarded implementation
public FirstAndSecond() {
partFirstInstance = new PartFirst(this); // composition in constructor
}
// same stuff for Second
//...
// implementation of DoSubClassStuff
private void DoSubClassStuff() { Console.WriteLine("Private method accessed"); }
}
There is quite some boilerplate involved, but if the actual implementation of FirstMethod and SecondMethod are sufficiently complex and the amount of accessed private/protected methods is moderate, then this pattern may help to overcome lacking multiple inheritance.

What are the differences between Decorator, Wrapper and Adapter patterns?

I feel like I've been using these pattern families quite many times, however, for me it's hard to see the differences as their definitions are quite similar. Basicaly it seems like all of them is about wrapping another object or objects to extend or wrap their behavior with extra stuff.
For a quick example implementing a caching mechanism over a repository pattern seems to be this situation. Here is a quick sample C# code I would probably start with.
public interface IRepository {
IEnumerable<T> GetItems<T>();
}
public class EntityFrameworkRepository : IRepository {
...
}
public class CachedRepository : IRepository {
private IRepository _repository;
private ICacheProvider _cache;
public CachedRepository(IRepository repository, ICacheProvider cache) {
this._repository = repository;
this._cache = cache;
}
public IEnumerable<T> GetItems<T>() {
...
}
}
Which one of these patterns apply to this situation for example? Could anyone clarify briefly the differences in theory and in practice?
In theory they are the same, it's the intent that differentiates one pattern from the other:
Decorator:
Allows objects to be composed/add capabilities by wrapping them with a class with the same interface
Adapter:
Allows you to wrap an object without a known interface implementation
so it adheres to an interface. The point is to "translate" one interface into another.
Wrapper:
Never heard of this as a design pattern, but I suppose it's just a common name for the above
The example you specify I would categorize as a decorator: The CacheRepository decorates an IRepository to add caching capabilities.
A programmer may write a class A with a focus on holding an object of another class B. Class A would be referred to as a wrapper for class B. Why have class A wrap around class B? To decorate or adapt it. Decorators and adapters are wrappers.
Imagine that class A is written such that it implements the interface of class B by calling the methods of its class B object. It could then be used in place of class B. There's no point in this other than the fact that it gives the programmer the opportunity to add some code before or after the calls to the methods of the class B object. This version of class A would be called a decorator of class B. Decorators leave the interface the same while adding some behavior.
interface ICatInterface {
public void wakeUp();
}
class Cat implements ICatInterface {
public void wakeUp() {
System.out.println("I came. I saw. I napped.");
}
}
class YogaCat implements ICatInterface {
private ICatInterface cat;
public YogaCat(ICatInterface cat) {
this.cat = cat;
}
public void wakeUp() {
System.out.println("[Stretch]"); // <- This is the decoration.
cat.wakeUp();
}
}
See this example of a more complicated way to use this pattern for composing objects of differing behavior during runtime.
Imagine now that class A is written such that it implements some interface C, but is implemented mostly via calls to the methods of its class B object. This is a way to translate the methods available in class B to interface C. This version of class A would be called an adapter of class B. It's like when you want to charge your phone. There are adapters that go from wall or car power source to USB port. Adapters change the interface to some other interface, but don't necessarily add any behaviors.
interface TakeDirectionsInterface {
public void turnLeft();
public void turnRight();
public void go();
public void stop();
}
class Driver {
public enum TurnDirection
{
CLOCKWISE, COUNTERCLOCKWISE;
}
public enum FootPedal
{
ACCELERATOR, BRAKE, CLUTCH;
}
public void turnSteeringWheel(TurnDirection direction) {
System.out.println("Turning the steering wheel " + direction.toString() + ".");
}
public void pressPedal(FootPedal pedal) {
System.out.println("Pressing the " + pedal.toString() + "pedal.");
}
}
class DriverAdapter implements TakeDirectionsInterface {
private Driver driver;
public DriverAdapter(Driver driver) {
this.driver = driver;
}
public void turnLeft(){
driver.turnSteeringWheel(Driver.TurnDirection.COUNTERCLOCKWISE);
}
public void turnRight(){
driver.turnSteeringWheel(Driver.TurnDirection.CLOCKWISE);
}
public void go(){
driver.pressPedal(Driver.FootPedal.ACCELERATOR);
}
public void stop(){
driver.pressPedal(Driver.FootPedal.BRAKE);
}
}

Subclassing and generics in C#

I want to subclass a large number of classes so that they will all contain a certain set of the same properties. What would be the right way to do it in order to avoid repetition? I thought of using generics like:
public class SuperT<T> : T
{
//the same set of properties
}
But the compiler says
Cannot derive from 'T' because it is a type parameter
EDIT: I am trying to subclass some classes in a third party assembly so I cannot use a base class.
For example, the types are "Image", "Label", "Button" etc and I want to subclass them all to contain a property like "Radius". (So that I would use SuperImage element in XAML and when I set it's Radius property from XAML, I will be able to run some certain logic.)
One other way I just thought of right now is using T4 templates. I wonder if there is a way to do this with generics without resorting to templates? I cannot understand why the compiler rejects it.
If these classes all share a common base class or common interface you could write an extension method.
public static class ShapeExetnsionsExtLib
{
public static double Radius(this ShapeBase shape){
return /*calculate radious*/;
}
}
From comments
I am trying to subclass some classes in a third party assembly so I cannot use a base class.
For example, the the types are "Image", "Label", "Button" etc and I want to subclass them all to contain a property like "radius".
Yes they share common base classes but I cannot add anything new to them.
I don't think generics have anything to do with this, however inheritance is probably what you're looking for.
There are two types of inheritance that you can use to subclass, and extension methods work to "superclass"... sort of.
Is-A inheritance
Has-A inheritance
And to simply add a similar method to a bunch of third party objects, you'll use an extension method.
Is-A inheritance
Use a base class if you've got similar method implementations.
public abstract class BaseFoo {
public void Bar() {
// actual code
}
}
public class Foo : BaseFoo
{
}
var foo = new Foo();
foo.Bar();
Use an Interface if you need to implement the same method on each class.
public interface IFoo {
void Bar();
}
public class Foo : IFoo {
public override void Bar(){
// bar implementation
}
}
var foo = new Foo();
foo.Bar();
Combining the two is also allowed, but you can only inherit on base class, where you can inherit multiple interfaces.
Has-A inheritance
This is particularly useful with dependency injection, but it's simply the notion that you have an instance of another class to work with. It's essentially a wrapper class for you to work with.
public class Foo {
private readonly ThirdPartyFoo _tpFoo;
void Foo(ThirdPartyFoo tpFoo) {
_tpFoo = tpFoo;
}
public void Bar(){
// now I can do something with _tpFoo;
_tpFoo.Bar();
}
}
var tpFoo = new ThirdPartyFoo();
var foo = new Foo(tpFoo);
foo.Bar(); // invokes the underlying tpFoo
Lastly, if you just need to add a method to existing classes, then you create an extension method.
public static class ViewExtensions()
{
// this assumes your Image, Button, Label all inherit from View.
public static Whatever Radius(this View view) {
// do your radius work.
}
}
Just Use a base class:
public class Base
{
public int Id { get; set; }
public string Name { get; set; }
}
And inherite from it:
public class A : Base
{
}
public class B : Base
{
}
In general, you want to use one of the answers already posted about using a base class and inheriting from that. However, if the classes are in a third party library and are marked as sealed, then you will need to create a wrapper class to use as a base class.
(Note that this option is a workaround and doesn't truly inherit from the third party class, so things in that class that are marked as protected won't be accessible without a liberal use of reflection.)
// The sealed class within another library
public sealed ThirdPartyClass
{
public ThirdPartyClass(int i) { }
public int SomeProperty { get; set; }
public int SomeMethod(string val) { return 0; }
public static void SomeStaticMethod() { }
}
// The wrapper class to use as a pseudo base class for ThirdPartyClass
public class BaseClass
{
private ThirdPartyClass _obj;
public BaseClass(int i) { _obj = new ThirdPartyClass(i); }
public int SomeProperty
{
get { return _obj.SomeProperty; }
set { _obj.SomeProperty = value; }
}
public int SomeMethod(string val) { return _obj.SomeMethod(val); }
public static SomeStaticMethod() { ThirdPartyClass.SomeStaticMethod(); }
}
// The child class that inherits from the "base" BaseClass
public class ChildClass : BaseClass
{
}
First of all, this might be a logical problem. What if you are going to extend a sealed class? Or Int32 class? Delegate?
Anyway, the way I recommend is to create an interface and implement all the functions you need in the subclass.

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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