Benefit of "program to an interface" in the particular usecase - oop

I have a use case to store given object as JSON in local file system and my current implementation looks like below. Let's say I want to store the same object in different format in some remote location or database in the future. It require modifications in the constructor and implementation(addConfig) in ConfigStore. But, parameters of addConfig will remain same which means it will require changes only in the places where we construct the ConfigStore object.
Here, I am programming to an implementation. Though I introduce interface and modify my ConfigStore class to implement it, I still need to update all places which create instance of ConfigStore when I move to different format or data store later. So, does it really make sense to use interface for this particular use case? If yes, what are the advantages?
I know the concept of interface and I have been using it widely. But, I am trying to understand if "Program to interfaces but not implementations" is really applicable in this use case. I see many of my team mates are using interface just for the similar kind of purpose (i.e) what if we move to different store later and so, I want to get some thoughts here.
ConfigStore {
#Autowired private final String mPathRoot;
#Autowired private final ObjectMapper mObjectMapper;
public void addConfig(Config config, String countryCode) {
// Code goes here
}
}

In my opinion, coding to an interface principal should always be adopted. If you find yourself with a design in which you need to update all places that uses "ConfigStore" for new format than you need to take a closer look at your overall design.
I can think of two common pitfalls when adopting "program to interface":
Creation of specific object
Need for different parameters or sequence for different implementation of the interface.
Regarding the latter, it is usually solvable by rethinking your abstractions. There is no ready answer for that.
However, regarding the first pitfall, the best way to solve this is by using "dependency injection" and one of the "Factory" patterns to "hide away the mess". This way only relevant factory code will need to be updated for new "formats".
Hope this helps.

Related

Polymorphism versus switch case tradeoffs

I haven't found any clear articles on this, but I was wondering about why polymorphism is the recommended design pattern over exhaustive switch case / pattern matching. I ask this because I've gotten a lot of heat from experienced developers for not using polymorphic classes, and it's been troubling me. I've personally had a terrible time with polymorphism and a wonderful time with switch cases, the reduction in abstractions and indirection makes readability of the code so much easier in my opinion. This is in direct contrast with books like "clean code" which are typically seen as industry standards.
Note: I use TypeScript, so the following examples may not apply in other languages, but I think the principle generally applies as long as you have exhaustive pattern matching / switch cases.
List the options
If you want to know what the possible values of an action, with an enum, switch case, this is trivial. For classes this requires some reflection magic
// definitely two actions here, I could even loop over them programmatically with basic primitives
enum Action {
A = 'a',
B = 'b',
}
Following the code
Dependency injection and abstract classes mean that jump to definition will never go where you want
function doLetterThing(myEnum: Action) {
switch (myEnum) {
case Action.A:
return;
case Action.B;
return;
default:
exhaustiveCheck(myEnum);
}
}
versus
function doLetterThing(action: BaseAction) {
action.doAction();
}
If I jump to definition for BaseAction or doAction I will end up on the abstract class, which doesn't help me debug the function or the implementation. If you have a dependency injection pattern with only a single class, this means that you can "guess" by going to the main class / function and looking for how "BaseAction" is instantiated and following that type to the place and scrolling to find the implementation. This seems generally like a bad UX for a developer though.
(small note about whether dependency injection is good, traits seem to do a good enough job in cases where they are necessary (though either done prematurely as a rule rather than as a necessity seems to lead to more difficult to follow code))
Write less code
This depends, but if have to define an extra abstract class for your base type, plus override all the function types, how is that less code than single line switch cases? With good types here if you add an option to the enum, your type checker will flag all the places you need to handle this which will usually involve adding 1 line each for the case and 1+ line for implementation. Compare this with polymorphic classes which you need to define a new class, which needs the new function syntax with the correct params and the opening and closing parens. In most cases, switch cases have less code and less lines.
Colocation
Everything for a type is in one place which is nice, but generally whenever I implement a function like this is I look for a similarly implemented function. With a switch case, it's extremely adjacent, with a derived class I would need to find and locate in another file or directory.
If I implemented a feature change such as trimming spaces off the ends of a string for one type, I would need to open all the class files to make sure if they implement something similar that it is implemented correctly in all of them. And if I forget, I might have different behaviour for different types without knowing. With a switch the co location makes this extremely obvious (though not foolproof)
Conclusion
Am I missing something? It doesn't make sense that we have these clear design principles that I basically can only find affirmative articles about but don't see any clear benefits, and serious downsides compared to some basic pattern matching style development
Consider the solid-principles, in particular OCP and DI.
To extend a switch case or enum and add new functionality in the future, you must modify the existing code. Modifying legacy code is risky and expensive. Risky because you may inadvertently introduce regression. Expensive because you have to learn (or re-learn) implementation details, and then re-test the legacy code (which presumably was working before you modified it).
Dependency on concrete implementations creates tight coupling and inhibits modularity. This makes code rigid and fragile, because a change in one place affects many dependents.
In addition, consider scalability. An abstraction supports any number of implementations, many of which are potentially unknown at the time the abstraction is created. A developer needn't understand or care about additional implementations. How many cases can a developer juggle in one switch, 10? 100?
Note this does not mean polymorphism (or OOP) is suitable for every class or application. For example, there are counterpoints in, Should every class implement an interface? When considering extensibility and scalability, there is an assumption that a code base will grow over time. If you're working with a few thousand lines of code, "enterprise-level" standards are going to feel very heavy. Likewise, coupling a few classes together when you only have a few classes won't be very noticeable.
Benefits of good design are realized years down the road when code is able to evolve in new directions.
I think you are missing the point. The main purpose of having a clean code is not to make your life easier while implementing the current feature, rather it makes your life easier in future when you are extending or maintaining the code.
In your example, you may feel implementing your two actions using switch case. But what happens if you need to add more actions in future? Using the abstract class, you can easily create a new action type and the caller doesn't need to be modified. But if you keep using switch case it will be lot more messier, especially for complex cases.
Also, following a better design pattern (DI in this case) will make the code easier to test. When you consider only easy cases, you may not find the usefulness of using proper design patterns. But if you think broader aspect, it really pays off.
"Base class" is against the Clean Code. There should not be a "Base class", not just for bad naming, also for composition over inheritance rule. So from now on, I will assume it is an interface in which other classes implement it, not extend (which is important for my example). First of all, I would like to see your concerns:
Answer for Concerns
This depends, but if have to define an extra abstract class for your
base type, plus override all the function types, how is that less code
than single line switch cases
I think "write less code" should not be character count. Then Ruby or GoLang or even Python beats the Java, obviously does not it? So I would not count the lines, parenthesis etc. instead code that you should test/maintain.
Everything for a type is in one place which is nice, but generally
whenever I implement a function like this is I look for a similarly
implemented function.
If "look for a similarly" means, having implementation together makes copy some parts from the similar function then we also have some clue here for refactoring. Having Implementation class differently has its own reason; their implementation is completely different. They may follow some pattern, lets see from Communication perspective; If we have Letter and Phone implementations, we should not need to look their implementation to implement one of them. So your assumption is wrong here, if you look to their code to implement new feature then your interface does not guide you for the new feature. Let's be more specific;
interface Communication {
sendMessage()
}
Letter implements Communication {
sendMessage() {
// get receiver
// get sender
// set message
// send message
}
}
Now we need Phone, so if we go to Letter implementation to get and idea to how to implement Phone then our interface does not enough for us to guide our implementation. Technically Phone and Letter is different to send a message. Then we need a Design pattern here, maybe Template Pattern? Let's see;
interface Communication {
default sendMessage() {
getMessageFactory().sendMessage(getSender(), getReceiver(), getBody())
}
getSender()
getReceiver()
getBody()
}
Letter implements Communication {
getSender() { returns sender }
getReceiver() {returns receiver }
getBody() {returns body}
getMessageFactory {returns LetterMessageFactory}
}
Now when we need to implement Phone we don't need to look the details of other implementations. We exactly now what we need to return and also our Communication interface's default method handles how to send the message.
If I implemented a feature change such as trimming spaces off the ends
of a string for one type, I would need to open all the class files to
make sure if they implement something similar that it is implemented
correctly in all of them...
So if there is a "feature change" it should be only its implemented class, not in all classes. You should not change all of the implementations. Or if it is same implementation in all of them, then why each implements it differently? It should be kept as the default method in their interface. Then if feature change required, only default method is changed and you should update your implementation and test in one place.
These are the main points that I wanted to answer your concerns. But I think the main point is you don't get the benefit. I was also struggling before I work on a big project that other teams need to extend my features. I will divide benefits to topics with extreme examples which may be more helpful to understand:
Easy to read
Normally when you see a function, you should not feel to go its implementation to understand what is happening there. It should be self-explanatory. Based on this fact; action.doAction(); -> or lets say communication.sendMessage() if they implement Communicate interface. I don't need to go for its base class, search for implementations etc. for debugging. Even implementing class is "Letter" or "Phone" I know that they send message, I don't need their implementation details. So I don't want to see all implemented classes like in your example "switch Letter; Phone.." etc. In your example doLetterThing responsible for one thing (doAction), since all of them do same thing, then why you are showing your developer all these cases?. They are just making the code harder to read.
Easy to extend
Imagine that you are extending a big project where you don't have an access to their source(I want to give extreme example to show its benefit easier). In the java world, I can say you are implementing SPI (Service Provider Interface). I can show you 2 example for this, https://github.com/apereo/cas and https://github.com/keycloak/keycloak where you can see that interface and implementations are separated and you just implement new behavior when it is required, no need to touch the original source. Why this is important? Imagine the following scenario again;
Let's suppose that Keycloak calls communication.sendMessage(). They don't know implementations in build time. If you extend Keycloak in this case, you can have your own class that implements Communication interface, let's say "Computer". Know if you have your SPI in the classpath, Keycloak reads it and calls your computer.sendMessage(). We did not touch the source code but extended the capabilities of Message Handler class. We can't achieve this if we coded against switch cases without touching the source.

[SELENIUM]Webdriver driver = new FirefoxDriver() cn anyone say how the constructor name is different from class name here [duplicate]

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

Downsides about using interface as parameter and return type in OOP

This is a question independent from languages.
Conceptually, it's good to code for interfaces(contracts) instead of specific implementations. I've got no problem understanding merits about the practice.
However, when I really code in that practice, the users of my classes, from time to time need to cast the interfaces for specific needs of specific functions provided by specific classes that implement that interface.
I understand there must be something wrong, either on my side or on the user's side, as the interface should expose all methods/properties(in the case of c#) that can possibly be necessary.
The code base is huge, and the users are clients.
It won't be particularly easy to make changes on either side.
That makes me wonder some downsides about using interface as parameter and return type.
Can people please list demerits of the practice? And please, include any solution if you know how to work around it.
Thanks a lot for enlightening me.
EDIT:
To be a bit more specific:
Assume we have a class called DbInfoExtractor. It has a public method GetInfo, as follows:
public IInformation GetInfo(IInfoParam);
where IInformation is an interface implemented by specific classes like VideoInfo, AudioInfo, TextInfo, etc; IInfoParam is an interface implemented by specific classes like VidoeInfoParam, AudioInfoParam, TextInfoParam, etc;
Apparently, depending on the specific object passed into the method GetInfo, the DbInfoExtractor needs to take different actions, as it is reasonable to assume that for different types of information, the extractor considers different sets of aspects(e.g. {size, title, date} for video, {title, author} for text information, etc) as search keys and search for relevant information in different ways.
Here, I see two options to go on:
1, using if ... else ... to decide what actually to take depending on the type of the parameter the GetInfo method receives. This is certainly bad, as avoiding this situation is one the very reasons we use polymorphism.
2, We should call IInfoParam.TakeAction(), and each specific implementation of IInfoParam has its own TakeAction() method to actually search and find the corresponding information from the database.
This options seems better, but still quite bad, as it shouldn't be the parameter that takes action searching and finding the information; it should be the responsibility of DbInfoExtractor.
So how can I delegate the TakeAction back to DbInfoExtractor? (I actually wrote some code to do this, but it's neither standard nor elegant. Basically I make parameter classes nested classes in DbInfoExtractor, so that they can call various versions of TakeAction of DbInfoExtractor.)
Please enlighten me!
Thanks.
Thanks.
Why not
public IVideoInformation GetVideoInformation(VideoQuery);
public IAudioInformation GetAudioInformation(AudioQuery);
// etc.
It doesn't look like there's a need for polymorphism here.
The query types are Query Objects, if you need those. They probably don't need to be interfaces; they know nothing about the database. A simple list of parameters (maybe just ID) might be sufficient.
The question is what does the client have, and what do they want? That's your interface.
Switch statements and casting are a smell, and typically mean that you've violated the Liskov substitution principle.

Public vs. Private?

I don't really understand why it's generally good practice to make member variables and member functions private.
Is it for the sake of preventing people from screwing with things/more of an organizational tool?
Basically, yes, it's to prevent people from screwing with things.
Encapsulation (information hiding) is the term you're looking for.
By only publishing the bare minimum of information to the outside world, you're free to change the internals as much as you want.
For example, let's say you implement your phone book as an array of entries and don't hide that fact.
Someone then comes along and writes code which searches or manipulates your array without going through your "normal" interface. That means that, when you want to start using a linked list or some other more efficient data structure, their code will break, because it's used that information.
And that's your fault for publishing that information, not theirs for using it :-)
Classic examples are the setters and getters. You might think that you could just expose the temperature variable itself in a class so that a user could just do:
Location here = new Location();
int currTemp = here.temp;
But, what if you wanted to later have it actually web-scrape information from the Bureau of Meteorology whenever you asked for the temperature. If you'd encapsulated the information in the first place, the caller would just be doing:
int currTemp = here.getTemp();
and you could change the implementation of that method as much as you want. The only thing you have to preserve is the API (function name, arguments, return type and so on).
Interestingly, it's not just in code. Certain large companies will pepper their documentation with phrases like:
This technical information is for instructional purposes only and may change in future releases.
That allows them to deliver what the customer wants (the extra information) but doesn't lock them in to supporting it for all eternity.
The main reason is that you, the library developer, have insurance that nobody will be using parts of your code that you don't want to have to maintain.
Every public piece of your code can, and inevitably will get used by your customers. If you later discover that your design was actually terrible, and that version 2.0 should be written much better, then you realise that your paying customers actually want you to preserve all existing functionality, and you're locked in to maintaining backwards compatibility at the price of making better software.
By making as much of your code as possible private, you are unreservedly declaring that this code is nobody's business and that you can and will be able to rewrite it at any time.
It's to prevent people from screwing with things - but not from a security perspective.
Instead, it's intended to allow users of your class to only care about the public sections, leaving you (the author) free to modify the implementation (private) without worrying about breaking someone else's code.
For instance, most programming languages seem to store Strings as a char[] (an array of characters). If for some reason it was discovered that a linked list of nodes (each containing a single character) performed better, the internal implementation using the array could be switched, without (theoretically) breaking any code using the String class.
It's to present a clear code contract to anyone (you, someone else) who is using your object... separate "how to use it" from "how it works". This is known as Encapsulation.
On a side note, at least on .NET (probably on other platforms as well), it's not very hard for someone who really wants access to get to private portions of an object (in .NET, using reflection).
take the typical example of a counter. the thing the bodyguard at your night club is holding in his hands to make his punch harder and to count the people entering and leaving the club.
now the thing is defined like this:
public class Counter{
private int count = 0;
public void increment()
{
count++;
}
public void decrement()
{
count--;
}
}
As you can see, there are no setters/getters for count, because we don't want users (programmers) of this class, to be able to call myCounter.setCount(100), or even worse myCounter.Count -= 10; because that's not what this thing does, it goes up one for everyone entering and down for everyone leaving.
There is a scope for a lot of debate on this.
For example ... If a lot of .Net Framework was private, then this would prevent developers from screwing things up but at the same time it prevents devs from using the funcionality.
In my personal opinion, I would give preference to making methods public. But I would suggest to make use of the Facade pattern. In simple terms, you have a class that encapsulates complex functionality. For example, in the .net framework, the WebClient is a Facade that hides the complex http request/response logic.
Also ... Keep classes simple ... and you should have few public methods. That is a better abstraction than having large classes with lots of private methods
It is useful to know how an object s 'put together' have a look at this video on YouTube
http://www.youtube.com/watch?v=RcZAkBVNYTA&list=PL3FEE93A664B3B2E7&index=11&feature=plpp_video

Why would I want to use Interfaces? [closed]

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I understand that they force you to implement methods and such but what I cant understand is why you would want to use them. Can anybody give me a good example or explanation on why I would want to implement this.
One specific example: interfaces are a good way of specifying a contract that other people's code must meet.
If I'm writing a library of code, I may write code that is valid for objects that have a certain set of behaviours. The best solution is to specify those behaviours in an interface (no implementation, just a description) and then use references to objects implementing that interface in my library code.
Then any random person can come along, create a class that implements that interface, instantiate an object of that class and pass it to my library code and expect it to work. Note: it is of course possible to strictly implement an interface while ignoring the intention of the interface, so merely implementing an interface is no guarantee that things will work. Stupid always finds a way! :-)
Another specific example: two teams working on different components that must co-operate. If the two teams sit down on day 1 and agree on a set of interfaces, then they can go their separate ways and implement their components around those interfaces. Team A can build test harnesses that simulate the component from Team B for testing, and vice versa. Parallel development, and fewer bugs.
The key point is that interfaces provide a layer of abstraction so that you can write code that is ignorant of unnecessary details.
The canonical example used in most textbooks is that of sorting routines. You can sort any class of objects so long as you have a way of comparing any two of the objects. You can make any class sortable therefore by implementing the IComparable interface, which forces you to implement a method for comparing two instances. All of the sort routines are written to handle references to IComparable objects, so as soon as you implement IComparable you can use any of those sort routines on collections of objects of your class.
The easiest way of understanding interfaces is that they allow different objects to expose COMMON functionality. This allows the programmer to write much simplier, shorter code that programs to an interface, then as long as the objects implement that interface it will work.
Example 1:
There are many different database providers, MySQL, MSSQL, Oracle, etc. However all database objects can DO the same things so you will find many interfaces for database objects. If an object implements IDBConnection then it exposes the methods Open() and Close(). So if I want my program to be database provider agnostic, I program to the interface and not to the specific providers.
IDbConnection connection = GetDatabaseConnectionFromConfig()
connection.Open()
// do stuff
connection.Close()
See by programming to an interface (IDbconnection) I can now SWAP out any data provider in my config but my code stays the exact same. This flexibility can be extremely useful and easy to maintain. The downside to this is that I can only perform 'generic' database operations and may not fully utilize the strength that each particular provider offers so as with everything in programming you have a trade off and you must determine which scenario will benefit you the most.
Example 2:
If you notice almost all collections implement this interface called IEnumerable. IEnumerable returns an IEnumerator which has MoveNext(), Current, and Reset(). This allows C# to easily move through your collection. The reason it can do this is since it exposes the IEnumerable interface it KNOWS that the object exposes the methods it needs to go through it. This does two things. 1) foreach loops will now know how to enumerate the collection and 2) you can now apply powerful LINQ exprssions to your collection. Again the reason why interfaces are so useful here is because all collections have something in COMMON, they can be moved through. Each collection may be moved through a different way (linked list vs array) but that is the beauty of interfaces is that the implementation is hidden and irrelevant to the consumer of the interface. MoveNext() gives you the next item in the collection, it doesn't matter HOW it does it. Pretty nice, huh?
Example 3:
When you are designing your own interfaces you just have to ask yourself one question. What do these things have in common? Once you find all the things that the objects share, you abstract those properties/methods into an interface so that each object can inherit from it. Then you can program against several objects using one interface.
And of course I have to give my favorite C++ polymorphic example, the animals example. All animals share certain characteristics. Lets say they can Move, Speak, and they all have a Name. Since I just identified what all my animals have in common and I can abstract those qualities into the IAnimal interface. Then I create a Bear object, an Owl object, and a Snake object all implementing this interface. The reason why you can store different objects together that implement the same interface is because interfaces represent an IS-A replationship. A bear IS-A animal, an owl IS-A animal, so it makes since that I can collect them all as Animals.
var animals = new IAnimal[] = {new Bear(), new Owl(), new Snake()} // here I can collect different objects in a single collection because they inherit from the same interface
foreach (IAnimal animal in animals)
{
Console.WriteLine(animal.Name)
animal.Speak() // a bear growls, a owl hoots, and a snake hisses
animal.Move() // bear runs, owl flys, snake slithers
}
You can see that even though these animals perform each action in a different way, I can program against them all in one unified model and this is just one of the many benefits of Interfaces.
So again the most important thing with interfaces is what do objects have in common so that you can program against DIFFERENT objects in the SAME way. Saves time, creates more flexible applications, hides complexity/implementation, models real-world objects / situations, among many other benefits.
Hope this helps.
One typical example is a plugin architecture. Developer A writes the main app, and wants to make certain that all plugins written by developer B, C and D conform to what his app expects of them.
Interfaces define contracts, and that's the key word.
You use an interface when you need to define a contract in your program but you don't really care about the rest of the properties of the class that fulfills that contract as long as it does.
So, let's see an example. Suppose you have a method which provides the functionality to sort a list. First thing .. what's a list? Do you really care what elements does it holds in order to sort the list? Your answer should be no... In .NET (for example) you have an interface called IList which defines the operations that a list MUST support so you don't care the actual details underneath the surface.
Back to the example, you don't really know the class of the objects in the list... neither you care. If you can just compare the object you might as well sort them. So you declare a contract:
interface IComparable
{
// Return -1 if this is less than CompareWith
// Return 0 if object are equal
// Return 1 if CompareWith is less than this
int Compare(object CompareWith);
}
that contract specify that a method which accepts an object and returns an int must be implemented in order to be comparable. Now you have defined an contract and for now on you don't care about the object itself but about the contract so you can just do:
IComparable comp1 = list.GetItem(i) as IComparable;
if (comp1.Compare(list.GetItem(i+1)) < 0)
swapItem(list,i, i+1)
PS: I know the examples are a bit naive but they are examples ...
When you need different classes to share same methods you use Interfaces.
Interfaces are absolutely necessary in an object-oriented system that expects to make good use of polymorphism.
A classic example might be IVehicle, which has a Move() method. You could have classes Car, Bike and Tank, which implement IVehicle. They can all Move(), and you could write code that didn't care what kind of vehicle it was dealing with, just so it can Move().
void MoveAVehicle(IVehicle vehicle)
{
vehicle.Move();
}
The pedals on a car implement an interface. I'm from the US where we drive on the right side of the road. Our steering wheels are on the left side of the car. The pedals for a manual transmission from left to right are clutch -> brake -> accelerator. When I went to Ireland, the driving is reversed. Cars' steering wheels are on the right and they drive on the left side of the road... but the pedals, ah the pedals... they implemented the same interface... all three pedals were in the same order... so even if the class was different and the network that class operated on was different, i was still comfortable with the pedal interface. My brain was able to call my muscles on this car just like every other car.
Think of the numerous non-programming interfaces we can't live without. Then answer your own question.
Imagine the following basic interface which defines a basic CRUD mechanism:
interface Storable {
function create($data);
function read($id);
function update($data, $id);
function delete($id);
}
From this interface, you can tell that any object that implements it, must have functionality to create, read, update and delete data. This could by a database connection, a CSV file reader, and XML file reader, or any other kind of mechanism that might want to use CRUD operations.
Thus, you could now have something like the following:
class Logger {
Storable storage;
function Logger(Storable storage) {
this.storage = storage;
}
function writeLogEntry() {
this.storage.create("I am a log entry");
}
}
This logger doesn't care if you pass in a database connection, or something that manipulates files on disk. All it needs to know is that it can call create() on it, and it'll work as expected.
The next question to arise from this then is, if databases and CSV files, etc, can all store data, shouldn't they be inherited from a generic Storable object and thus do away with the need for interfaces? The answer to this is no... not every database connection might implement CRUD operations, and the same applies to every file reader.
Interfaces define what the object is capable of doing and how you need to use it... not what it is!
Interfaces are a form of polymorphism. An example:
Suppose you want to write some logging code. The logging is going to go somewhere (maybe to a file, or a serial port on the device the main code runs on, or to a socket, or thrown away like /dev/null). You don't know where: the user of your logging code needs to be free to determine that. In fact, your logging code doesn't care. It just wants something it can write bytes to.
So, you invent an interface called "something you can write bytes to". The logging code is given an instance of this interface (perhaps at runtime, perhaps it's configured at compile time. It's still polymorphism, just different kinds). You write one or more classes implementing the interface, and you can easily change where logging goes just by changing which one the logging code will use. Someone else can change where logging goes by writing their own implementations of the interface, without changing your code. That's basically what polymorphism amounts to - knowing just enough about an object to use it in a particular way, while allowing it to vary in all the respects you don't need to know about. An interface describes things you need to know.
C's file descriptors are basically an interface "something I can read and/or write bytes from and/or to", and almost every typed language has such interfaces lurking in its standard libraries: streams or whatever. Untyped languages usually have informal types (perhaps called contracts) that represent streams. So in practice you almost never have to actually invent this particular interface yourself: you use what the language gives you.
Logging and streams are just one example - interfaces happen whenever you can describe in abstract terms what an object is supposed to do, but don't want to tie it down to a particular implementation/class/whatever.
There are a number of reasons to do so. When you use an interface, you're ready in the future when you need to refactor/rewrite the code. You can also provide an sort of standardized API for simple operations.
For example, if you want to write a sort algorithm like the quicksort, all you need to sort any list of objects is that you can successfuuly compare two of the objects. If you create an interface, say ISortable, than anyone who creates objects can implement the ISortable interface and they can use your sort code.
If you're writing code that uses a database storage, and you write to an storage interface, you can replace that code down the line.
Interfaces encourage looser coupling of your code so that you can have greater flexibility.
In an article in my blog I briefly describe three purposes interfaces have.
Interfaces may have different
purposes:
Provide different implementations for the same goal. The typical example
is a list, which may have different
implementations for different
performance use cases (LinkedList,
ArrayList, etc.).
Allow criteria modification. For example, a sort function may accept a
Comparable interface in order to
provide any kind of sort criteria,
based on the same algorithm.
Hide implementation details. This also makes it easier for a user to
read the comments, since in the body
of the interface there are only
methods, fields and comments, no long
chunks of code to skip.
Here's the article's full text: http://weblogs.manas.com.ar/ary/2007/11/
The best Java code I have ever seen defined almost all object references as instances of interfaces instead of instances of classes. It is a strong sign of quality code designed for flexibility and change.
As you noted, interfaces are good for when you want to force someone to make it in a certain format.
Interfaces are good when data not being in a certain format can mean making dangerous assumptions in your code.
For example, at the moment I'm writing an application that will transform data from one format in to another. I want to force them to place those fields in so I know they will exist and will have a greater chance of being properly implemented. I don't care if another version comes out and it doesn't compile for them because it's more likely that data is required anyways.
Interfaces are rarely used because of this, since usually you can make assumptions or don't really require the data to do what you need to do.
An interface, defines merely the interface. Later, you can define method (on other classes), which accepted interfaces as parameters (or more accurately, object which implement that interface). This way your method can operate on a large variety of objects, whose only commonality is that they implement that interface.
First, they give you an additional layer of abstraction. You can say "For this function, this parameter must be an object that has these methods with these parameters". And you probably want to also set the meaning of these methods, in somehow abstracted terms, yet allowing you to reason about the code. In duck-typed languages you get that for free. No need for explicit, syntax "interfaces". Yet you probably still create a set of conceptual interfaces, something like contracts (like in Design by Contract).
Furthermore, interfaces are sometimes used for less "pure" purposes. In Java, they can be used to emulate multiple inheritance. In C++, you can use them to reduce compile times.
In general, they reduce coupling in your code. That's a good thing.
Your code may also be easier to test this way.
Let's say you want to keep track of a collection of stuff. Said collections must support a bunch of things, like adding and removing items, and checking if an item is in the collection.
You could then specify an interface ICollection with the methods add(), remove() and contains().
Code that doesn't need to know what kind of collection (List, Array, Hash-table, Red-black tree, etc) could accept objects that implemented the interface and work with them without knowing their actual type.
In .Net, I create base classes and inherit from them when the classes are somehow related. For example, base class Person could be inherited by Employee and Customer. Person might have common properties like address fields, name, telephone, and so forth. Employee might have its own department property. Customer has other exclusive properties.
Since a class can only inherit from one other class in .Net, I use interfaces for additional shared functionality. Sometimes interfaces are shared by classes that are otherwise unrelated. Using an interface creates a contract that developers will know is shared by all of the other classes implementing it. I also forces those classes to implement all of its members.
In C# interfaces are also extremely useful for allowing polymorphism for classes that do not share the same base classes. Meaning, since we cannot have multiple inheritance you can use interfaces to allow different types to be used. It's also a way to allow you to expose private members for use without reflection (explicit implementation), so it can be a good way to implement functionality while keeping your object model clean.
For example:
public interface IExample
{
void Foo();
}
public class Example : IExample
{
// explicit implementation syntax
void IExample.Foo() { ... }
}
/* Usage */
Example e = new Example();
e.Foo(); // error, Foo does not exist
((IExample)e).Foo(); // success
I think you need to get a good understand of design patterns so see there power.
Check out
Head First Design Patterns