Why wouldn't I make every eligable Kotlin class a data class? - kotlin

I'm of course excluding any reasons that involve violating the rules for what can be a data class. So if you know you won't need to inherit from it for example (although it's my understanding that rule is going away in Kotlin 1.1).
Are there any disadvantages to making a class a data class?
Why don't all eligible classes provide the functionality of a data class as long as they remain eligible? This should all be detectable by the compiler without needing a special keyword. Of course the answer to this might be obvious depending on the answer to question 1.
Is there any reason for me not to mark all of my eligible classes as data classes?

data modifier makes Kotlin generate common methods like toString, hashCode, equals for the most commons (%80) scenarios based on the primary constructor.
This shows 3 reasons why only few classes should be data:
Most non-data classes have a mix of properties defined in the primary constructor and in the body of the class. Also the primary constructor often has parameter that are not fields (but help initialise more complex fields in the body). In other words, data has very restrictive requirements which are rarely met by regular classes.
In addition to point 1, making a class data may hurt its extensibility. Even if the layout of the class in question conforms to the rules of data classes, later someone may want to add another property in the body of the class. In that case he will have to manually override hashCode because it may be used somewhere.
Marking a class data sends a message to the one who reads the code that you intend to use this class as a data career. Marking other classes will be misleading.

because of one the fundament pinciple of OO programming: encapsulation.
by design we deliberately limit ways in which other code can interact with out modules. this gives us maintainability (more powerful refactoring) and readablity

Related

Is it a bad design to create a small class with two methods solely for inheritance?

I want to create a class with two methods, and no other purpose than so I can create two subclasses which inherit the methods. This class cannot function on its own. Is this a bad programming design or habit?
There are even classes that don't do anything, other than letting other classes derive from it. It doesn't matter whether the superclass can have useful instances themselves. Classes that only exist for other classes to derive from are often called abstract classes; some languages such as C++ also have syntax features to allow the compiler to give errors when you try to create an object from an abstract class. So it can't be THAT bad to have classes like this.
Beyond that, what's "bad practice"? If the setup makes the code easier to understand then it can't be bad.
Of course, if the two classes you intend to derive really don't have anything in common and those two methods are merely "hey, I noticed that 10 lines of code in that class are the same as these 10 lines in the other class", then making this into a common superclass may confuse more than help. Classes should still have some form of relationship. If it's just about sharing some code that randomly happens to show up here and there, standalone functions might be a better choice.
Basically, look at the names of the classes. If your new superclass is named something along the lines of "Some very generic name 'cause I have no idea what it is", then it's probably not "good design". If, on the other hand, you have a proper name for the superclass, and the names of the derived classes are still something that has a "kind of" relationship to the superclass, then it's probably not a bad thing.
Another strong hint for something being "good" is when you start using pointers to the superclass because you don't care whether you're dealing with one or the other subclass.
Its a good habit, it leads to better organization of functions. Another reason is you can just look at the inheritance tree and know that it is related to the two function class. There isn't much harm in it.
There is no inherent good or bad, in general. It depends a lot on the specifics of situation. But, in general, you should always try to follow the principles of object-orientation. For example, whenever you are creating a class, whether abstract or concrete, the class should have both data and behaviour. This rule is very important, it goes all the way to the very foundation of object-orientation. A class without data, is just a bunch of methods (this is procedural programming, not OO). A class without behavior, is a bunch of variables (again procedural, not OO). So, having both data and behavior together is important. But, they should have logical relation to each other, not randomly put together. For example, a method should access data in some way.
Of course, there are deviations from this rule. For example, you may have just a bunch of methods in a static class (like Math class in Java), or just a bunch of constanst in a Interface. But, they are exceptions not rule. They are there, out of necessity, for convenience. They are not true classes in the strict object-oriented sense.
So, always aim toward the right principles, and deviate only when there is no other way to accomplish it, and only as an exception, not as a rule.
The previous point was refering to how to structure a class. For designing relationship among classes, again, the logical path should be followed. Think through each concept that you are dealing with and see if each one makes sense as a class, and then see what is the relationship among these classes. If it looks the you have three concepts that can be organized in inheritance - two classes deriving from a parent, the so be it. If the parent class has two methods, its ok. Even if it has one method, it is still OK. As long as it represents a coherent logical unit.

OO principle: c#: design to interface and not concrete classes

I have some questions about the affects of using concrete classes and interfaces.
Say some chunk of code (call it chunkCode) uses concrete class A. Would I have to re-compile chunkCode if:
I add some new public methods to A? If so, isn't that a bit stange? After all I still provide the interface chunkCode relies on. (Or do I have to re-compile because chunkCode may never know otherwise that this is true and I haven't omitted some API)
I add some new private methods to A?
I add a new public field to A?
I add a new private field to A?
Factory Design Pattern:
The main code doesn't care what the concrete type of the object is. It relies only on the API. But what would you do if there are few methods which are relevant to only one concrete type? This type implements the interface but adds some more public methods? Would you use some if (A is type1) statements (or the like) the main code?
Thanks for any clarification
1) Compiling is not an activity in OO. It is a detail of specific OO implementations. If you want an answer for a specific implementation (e.g. Java), then you need to clarify.
In general, some would say that adding to an interface is not considered a breaking change, wheras others say you cannot change an interface once it is published, and you have to create a new interface.
Edit: You specified C#, so check out this question regarding breaking changes in .Net. I don't want to do that answer a disservice, so I won't try to replicate it here.
2) People often hack their designs to do this, but it is a sign that you have a poor design.
Good alternatives:
Create a method in your interface that allows you to invoke the custom behavior, but not be required to know what that behavior is.
Create an additional interface (and a new factory) that supports the new methods. The new interface does not have to inherit the old interface, but it can if it makes sense (if an is-a relationship can be expressed between the interfaces).
If your language supports it, use the Abstract Factory pattern, and take advantage of Covariant Return Types in the concrete factory. If you need a specific derived type, accept a concrete factory instead of an abstract one.
Bad alternatives (anti-patterns):
Adding a method to the interface that does nothing in other derived classed.
Throwing an exception in a method that doesn't make sense for your derived class.
Adding query methods to the interface that tell the user if they can call a certain method.
Unless the method name is generic enough that the user wouldn't expect it to do anything (e.g. DoExtraProcessing), then adding a method that is no-op in most derived classes breaks the contract defined by that interface.
E.g.: Someone invoking bird.Fly() would expect it to actually do something. We know that chickens can't fly. So either a Chicken isn't a Bird, or Birds don't Fly.
Adding query methods is a poor work-around for this. E.g. Adding a boolean CanFly() method or property in your interface. So is throwing an exception. Neither of them get around the fact that the type simply isn't substitutable. Check out the Liskov Substitution Principle (LSP).
For your first question the answer is NO for all your points. If it would be that way then backward compatibility would not make any sense. You have to recompile chunkCode only if you brake the API, that is remove some functionality that chunkCode is using, changing calling conventions, modifying number of parameters, these sort of things == breaking changes.
For the second I usually, but only if I really have to, use dynamic_cast in those situations.
Note my answer is valid in the context of C++;I just saw the question is language agnostic(kind of tired at this hour; I'll remove the answer if it offenses anybody).
Question 1: Depends on what language you are talking about. Its always safer to recompile both languages though. Mostly because chuckCode does not know what actually exists inside A. Recompiling refreshes its memory. But it should work in Java without recompiling.
Question 2: No. The entire point of writing a Factory is to get rid of if(A is type1). These if statements are terrible from maintenance perspective.
Factory is designed to build objects of similar type. If you are having a situation where you are using this statement then that object is either not a similar type to rest of the classes. If you are sure it is of similar type and have similar interfaces. I would write an extra function in all the concrete base classes and implement it only on this one.
Ideally All these concrete classes should have a common abstract base class or a Interface to define what the API is. Nothing other than what is designed in this Interface should be expected to be called anywhere in the code unless you are writing functions that takes this specific class.

How to move away from Inheritance

I've searched in here and other forums and couldn't find a good answer..
I kind of know that Extending classes isn't the best of practices. And that I should use Interfaces more. my problem is that usually I start creating Interfaces and then move to Abstract classes because there's always some functionality that I want implemented on a super class so that I don't have to replicate it in every child classes.
For instance, I have a Vehicle class and the Car and Bike child classes. a lot of functionality could be implemented on the Vehicle class, such as Move() and Stop(), so what would be the best practice to keep the architecture clean, avoid code repetition and use Interfaces instead of Inheritance?
Thanks a lot!
(if you have no idea why I'm asking this you may read this interesting article: http://www.javaworld.com/javaworld/jw-08-2003/jw-0801-toolbox.html)
Inheritance ('extending classes') imposes significant limitations on class design and I'm not sure the use of interfaces as a replacement for inheritance is the best idea since it fails the DRY test.
These days, Composition is favored over Inheritance, so you might consider this post: Prefer composition over inheritance?
Interesting question. Everyone has different approaches. But it all based on personal experience and choice.
Usually, i start with an interface, then let an abstract class inherit that interface. And implement common actions there, and let others to be implemented by who ever inherits this class.
This give few advantageous based on by experience,
1.During function calls you can pass the elements as interface type or abstract class type.
2.Common variables such as ID, Names etc can be put on abstract class.
3.Easy for maintenance. For example, if you want to implement a new interface, then just implement in the abstract quickly.
If you keep in mind fundamental difference between interfaces and classes it will make it easier to decide which one to use. The difference is that interfaces represent just a protocol (usually behavioral) between objects involved, while abstract classes represent some unfinished constructions that involve some parts (data). In car example, interface is essentially a blueprint for the generic car. And abstract class would be like prefabricated specific model car body that needs to be filled with remaining parts to get final product. Interfaces don't even have to be in Java - it will not change anything - still blueprint.
Typically you would use abstract class within your specific implementation framework to provide its consumers with some basic functionality. If you just state that you never use abstract class in favor of interface - it's plain wrong from practical standpoint. What if you need 10 implementations of the same interface with 90% of the same code. Replicate code 10 times? Ok, may be you would use abstract class here but put interface on top of it. But why would you do that if you never intend to offer your class hierarchy to external consumers?
I am using word external in very wide sense - it can be just different package in your project or remote consumer.
Ultimately, many of those things are preferences and personal experiences, but I disagree with most blanket statements like extends is evil. I also prefer not to use extra classes (interfaces or abstract) unless it is required by specific parts of the design.
Just my two cents.
Inheritance allows code reuse and substitutability, but restricts polymorphism. Composition allows code reuse but not substitutability. Interfaces allow substitutability but not code reuse.
The decision of whether to use inheritance, composition, or interfaces, boils down to a few simple principles:
If one needs both code reuse and substitutability, and the restrictions imposed on polymorphism aren't too bad, use inheritance.
If one needs code reuse, but not substitutability, use composition.
If one needs substitutability, but not code reuse, or if the restrictions inheritance would impose upon polymorphism would be worse than duplicated code, use interfaces.
If one needs substitutability and code reuse, but the restrictions imposed by polymorphism would be unacceptable, use interfaces to wrap encapsulated objects.
If one needs substitutability and code reuse, and the restrictions imposed by polymorphism would not pose any immediate problem but might be problematic for future substitutable classes, derive a model base class which implements an interface, and have those classes that can derive from it do so. Avoid using variables and parameters of the class type, though--use the interface instead. If you do that, and there is a need for a substitutable class which cannot very well derive from the model base class, the new class can implement the interface without having to inherit from the base; if desired, it may implement the interface by wrapping an encapsulated instance of a derivative of the model type.
Judgment may be required in deciding whether future substitutable classes may have difficulty deriving from a base class. I tend to think approach #5 often offers the best of all worlds, though, when substitutability is required. It's often cheaper than using interfaces alone, and not much more expensive than using inheritance alone. If there is a need for future classes which are substitutable but cannot be derived from the base, it may be necessary to convert the code to use approach #5. Using approach #5 from the get-go would avoid having to refactor the code later. (Of course, if it's never necessary to substitute a class that can't derive from the base, the extra cost--slight as it may be--may end up being unnecessary).
Agree with tofutim - in your current example, move and stop on Vehicle is reasonable.
Having read the article - I think it's using powerful language to push a point... remember - inheritance is a tool to help get a job done.
But if we go with the assumption that for whatever reasons you can't / won't use the tool in this case, you can start by breaking it down into small interfaces with helper objects and/or visitors...
For example -
Vehicle types include submarine, boat, plane, car and bike. You could break it down into interfaces...
IMoveable
+ Forward()
+ Backward()
+ Left()
+ Right()
IFloatable
+ Dock()
ISink()
+ BlowAir()
IFly()
+ Takeoff()
+ Land()
And then your classes can aggregate the plethora of interfaces you've just defined.
The problem is though that you may end up duplicating some code in the car / bike class for IMoveable.Left() and IMoveable.Right(). You could factor this into a helper method and aggregate the helper... but if you follow it to its logical conclusion, you would still end up refactoring many things back into base classes.
Inheritance and Aggregation are tools... neither of which are "evil".
Hope that helps.
Do you want an answer for your specific case, or in general? In the case you described, there is nothing wrong with using an Abstract class. It doesn't make sense use an interface when all of the clients would need to implement the exact same code for Move() and Stop().
Don't believe all you read
Many times, inheritance is not bad, in fact, for data-hiding, it may be a good idea.
Basically, only use the policy of "interfaces only" when you're making a very small tree of classes, otherwise, I promise it will be a pain. Suppose you have a Person "class" (has eat() and sleep), and there are two subclasses, Mathematician (has doProblem() ) and Engineer ( buildSomething() ), then go with interfaces. If you need something like a Car class and then 56 bazillion types of cars, then go with inheritance.
IMHO.
I think, that Interfaces sometime also evil. They could be as avoidance of multiple inheritance.
But if we compare interface with abstract class, then abstract class is always more than interface. Interface is always some aspect of the class -- some viewpoint, and not whole as a class.
So I don't think you should avoid inheritance and use iterfaces everywhere -- there should be balance.

Reasons to use private instead of protected for fields and methods

This is a rather basic OO question, but one that's been bugging me for some time.
I tend to avoid using the 'private' visibility modifier for my fields and methods in favor of protected.
This is because, generally, I don't see any use in hiding the implementation between base class and child class, except when I want to set specific guidelines for the extension of my classes (i.e. in frameworks). For the majority of cases I think trying to limit how my class will be extended either by me or by other users is not beneficial.
But, for the majority of people, the private modifier is usually the default choice when defining a non-public field/method.
So, can you list use cases for private? Is there a major reason for always using private? Or do you also think it's overused?
There is some consensus that one should prefer composition over inheritance in OOP. There are several reasons for this (google if you're interested), but the main part is that:
inheritance is seldom the best tool and is not as flexible as other solutions
the protected members/fields form an interface towards your subclasses
interfaces (and assumptions about their future use) are tricky to get right and document properly
Therefore, if you choose to make your class inheritable, you should do so conciously and with all the pros and cons in mind.
Hence, it's better not to make the class inheritable and instead make sure it's as flexible as possible (and no more) by using other means.
This is mostly obvious in larger frameworks where your class's usage is beyond your control. For your own little app, you won't notice this as much, but it (inheritance-by-default) will bite you in the behind sooner or later if you're not careful.
Alternatives
Composition means that you'd expose customizability through explicit (fully abstract) interfaces (virtual or template-based).
So, instead of having an Vehicle base class with a virtual drive() function (along with everything else, such as an integer for price, etc.), you'd have a Vehicle class taking a Motor interface object, and that Motor interface only exposes the drive() function. Now you can add and re-use any sort of motor anywhere (more or less. :).
There are two situations where it matters whether a member is protected or private:
If a derived class could benefit from using a member, making the member `protected` would allow it to do so, while making it `private` would deny it that benefit.
If a future version of the base class could benefit by not having the member behave as it does in the present version, making the member `private` would allow that future version to change the behavior (or eliminate the member entirely), while making it `protected` would require all future versions of the class to keep the same behavior, thus denying them the benefit that could be reaped from changing it.
If one can imagine a realistic scenario where a derived class might benefit from being able to access the member, and cannot imagine a scenario where the base class might benefit from changing its behavior, then the member should be protected [assuming, of course, that it shouldn't be public]. If one cannot imagine a scenario where a derived class would get much benefit from accessing the member directly, but one can imagine scenarios where a future version of the base class might benefit by changing it, then it should be private. Those cases are pretty clear and straightforward.
If there isn't any plausible scenario where the base class would benefit from changing the member, I would suggest that one should lean toward making it protected. Some would say the "YAGNI" (You Ain't Gonna Need It) principle favors private, but I disagree. If you're is expecting others to inherit the class, making a member private doesn't assume "YAGNI", but rather "HAGNI" (He's Not Gonna Need It). Unless "you" are going to need to change the behavior of the item in a future version of the class, "you" ain't gonna need it to be private. By contrast, in many cases you'll have no way of predicting what consumers of your class might need. That doesn't mean one should make members protected without first trying to identify ways one might benefit from changing them, since YAGNI isn't really applicable to either decision. YAGNI applies in cases where it will be possible to deal with a future need if and when it is encountered, so there's no need to deal with it now. A decision to make a member of a class which is given to other programmers private or protected implies a decision as to which type of potential future need will be provided for, and will make it difficult to provide for the other.
Sometimes both scenarios will be plausible, in which case it may be helpful to offer two classes--one of which exposes the members in question and a class derived from that which does not (there's no standard idiomatic was for a derived class to hide members inherited from its parent, though declaring new members which have the same names but no compilable functionality and are marked with an Obsolete attribute would have that effect). As an example of the trade-offs involved, consider List<T>. If the type exposed the backing array as a protected member, it would be possible to define a derived type CompareExchangeableList<T> where T:Class which included a member T CompareExchangeItem(index, T T newValue, T oldvalue) which would return Interlocked.CompareExchange(_backingArray[index], newValue, oldValue); such a type could be used by any code which expected a List<T>, but code which knew the instance was a CompareExchangeableList<T> could use the CompareExchangeItem on it. Unfortunately, because List<T> does not expose the backing array to derived classes, it is impossible to define a type which allows CompareExchange on list items but which would still be useable by code expecting a List<T>.
Still, that's not to imply that exposing the backing array would have been completely without cost; even though all extant implementations of List<T> use a single backing array, Microsoft might implement future versions to use multiple arrays when a list would otherwise grow beyond 84K, so as to avoid the inefficiencies associated with the Large Object Heap. If the backing array was exposed as protected member, it would be impossible to implement such a change without breaking any code that relied upon that member.
Actually, the ideal thing might have been to balance those interests by providing a protected member which, given a list-item index, will return an array segment which contains the indicated item. If there's only one array, the method would always return a reference to that array, with an offset of zero, a starting subscript of zero, and a length equal to the list length. If a future version of List<T> split the array into multiple pieces, the method could allow derived classes to efficiently access segments of the array in ways that would not be possible without such access [e.g. using Array.Copy] but List<T> could change the way it manages its backing store without breaking properly-written derived classes. Improperly-written derived classes could get broken if the base implementation changes, but that's the fault of the derived class, not the base.
I just prefer private than protected in the default case because I'm following the principle to hide as much as possibility and that's why set the visibility as low as possible.
I am reaching here. However, I think that the use of Protected member variables should be made conciously, because you not only plan to inherit, but also because there is a solid reason derived classed shouldn't use the Property Setters/Getters defined on the base class.
In OOP, we "encapsulate" the member fields so that we can excercise control over how they properties the represent are accessed and changed. When we define a getter/setter on our base for a member variable, we are essentially saying that THIS is how I want this variable to be referenced/used.
While there are design-driven exceptions in which one might need to alter the behavior created in the base class getter/setter methods, it seems to me that this would be a decision made after careful consideration of alternatives.
For Example, when I find myself needing to access a member field from a derived class directly, instead of through the getter/setter, I start thinking maybe that particular Property should be defined as abstract, or even moved to the derived class. This depends upon how broad the hierarchy is, and any number of additional considerations. But to me, stepping around the public Property defined on the base class begins to smell.
Of course, in many cases, it "doesn't matter" because we are not implementing anything within the getter/setter beyond access to the variable. But again, if this is the case, the derived class can just as easily access through the getter/setter. This also protects against hard-to-find bugs later, if employed consistently. If the behgavior of the getter/setter for a member field on the base class is changed in some way, and a derived class references the Protected field directly, there is the potential for trouble.
You are on the right track. You make something private, because your implementation is dependant on it not being changed either by a user or descendant.
I default to private and then make a conscious decision about whether and how much of the inner workings I'm going to expose, you seem to work on the basis, that it will be exposed anyway, so get on with it. As long as we both remember to cross all the eyes and dot all the tees, we are good.
Another way to look at it is this.
If you make it private, some one might not be able to do what they want with your implementation.
If you don't make it private, someone may be able to do something you really don't want them to do with your implementation.
I've been programming OOP since C++ in 1993 and Java in 1995. Time and again I've seen a need to augment or revise a class, typically adding extra functionality tightly integrated with the class. The OOP way to do so is to subclass the base class and make the changes in the subclass. For example a base class field originally referred to only elsewhere in the base class is needed for some other action, or some other activity must change a value of the field (or one of the field's contained members). If that field is private in the base class then the subclass cannot access it, cannot extend the functionality. If the field is protected it can do so.
Subclasses have a special relationship to the base class that other classes elsewhere in the class hierarchy don't have: they inherit the base class members. The purpose of inheritance is to access base class members; private thwarts inheritance. How is the base class developer supposed to know that no subclasses will ever need to access a member? In some cases that can be clear, but private should be the exception rather than the rule. Developers subclassing the base class have the base class source code, so their alternative is to revise the base class directly (perhaps just changing private status to protected before subclassing). That's not clean, good practice, but that's what private makes you do.
I am a beginner at OOP but have been around since the first articles in ACM and IEEE. From what I remember, this style of development was more for modelling something. In the real world, things including processes and operations would have "private, protected, and public" elements. So to be true to the object .....
Out side of modelling something, programming is more about solving a problem. The issue of "private, protected, and public" elements is only a concern when it relates to making a reliable solution. As a problem solver, I would not make the mistake of getting cough up in how others are using MY solution to solve their own problems. Now keep in mind that a main reason for the issue of ...., was to allow a place for data checking (i.e., verifying the data is in a valid range and structure before using it in your object).
With that in mind, if your code solves the problem it was designed for, you have done your job. If others need your solution to solve the same or a simular problem - Well, do you really need to control how they do it. I would say, "only if you are getting some benefit for it or you know the weaknesses in your design, so you need to protect some things."
In my idea, if you are using DI (Dependency Injection) in your project and you are using it to inject some interfaces in your class (by constructor) to use them in your code, then they should be protected, cause usually these types of classes are more like services not data keepers.
But if you want to use attributes to save some data in your class, then privates would be better.

Why should you prevent a class from being subclassed?

What can be reasons to prevent a class from being inherited? (e.g. using sealed on a c# class)
Right now I can't think of any.
Because writing classes to be substitutably extended is damn hard and requires you to make accurate predictions of how future users will want to extend what you've written.
Sealing your class forces them to use composition, which is much more robust.
How about if you are not sure about the interface yet and don't want any other code depending on the present interface? [That's off the top of my head, but I'd be interested in other reasons as well!]
Edit:
A bit of googling gave the following:
http://codebetter.com/blogs/patricksmacchia/archive/2008/01/05/rambling-on-the-sealed-keyword.aspx
Quoting:
There are three reasons why a sealed class is better than an unsealed class:
Versioning: When a class is originally sealed, it can change to unsealed in the future without breaking compatibility. (…)
Performance: (…) if the JIT compiler sees a call to a virtual method using a sealed types, the JIT compiler can produce more efficient code by calling the method non-virtually.(…)
Security and Predictability: A class must protect its own state and not allow itself to ever become corrupted. When a class is unsealed, a derived class can access and manipulate the base class’s state if any data fields or methods that internally manipulate fields are accessible and not private.(…)
I want to give you this message from "Code Complete":
Inheritance - subclasses - tends to
work against the primary technical
imperative you have as a programmer,
which is to manage complexity.For the sake of controlling complexity, you should maintain a heavy bias against inheritance.
The only legitimate use of inheritance is to define a particular case of a base class like, for example, when inherit from Shape to derive Circle. To check this look at the relation in opposite direction: is a Shape a generalization of Circle? If the answer is yes then it is ok to use inheritance.
So if you have a class for which there can not be any particular cases that specialize its behavior it should be sealed.
Also due to LSP (Liskov Substitution Principle) one can use derived class where base class is expected and this is actually imposes the greatest impact from use of inheritance: code using base class may be given an inherited class and it still has to work as expected. In order to protect external code when there is no obvious need for subclasses you seal the class and its clients can rely that its behavior will not be changed. Otherwise external code needs to be explicitly designed to expect possible changes in behavior in subclasses.
A more concrete example would be Singleton pattern. You need to seal singleton to ensure one can not break the "singletonness".
This may not apply to your code, but a lot of classes within the .NET framework are sealed purposely so that no one tries to create a sub-class.
There are certain situations where the internals are complex and require certain things to be controlled very specifically so the designer decided no one should inherit the class so that no one accidentally breaks functionality by using something in the wrong way.
#jjnguy
Another user may want to re-use your code by sub-classing your class. I don't see a reason to stop this.
If they want to use the functionality of my class they can achieve that with containment, and they will have much less brittle code as a result.
Composition seems to be often overlooked; all too often people want to jump on the inheritance bandwagon. They should not! Substitutability is difficult. Default to composition; you'll thank me in the long run.
I am in agreement with jjnguy... I think the reasons to seal a class are few and far between. Quite the contrary, I have been in the situation more than once where I want to extend a class, but couldn't because it was sealed.
As a perfect example, I was recently creating a small package (Java, not C#, but same principles) to wrap functionality around the memcached tool. I wanted an interface so in tests I could mock away the memcached client API I was using, and also so we could switch clients if the need arose (there are 2 clients listed on the memcached homepage). Additionally, I wanted to have the opportunity to replace the functionality altogether if the need or desire arose (such as if the memcached servers are down for some reason, we could potentially hot swap with a local cache implementation instead).
I exposed a minimal interface to interact with the client API, and it would have been awesome to extend the client API class and then just add an implements clause with my new interface. The methods that I had in the interface that matched the actual interface would then need no further details and so I wouldn't have to explicitly implement them. However, the class was sealed, so I had to instead proxy calls to an internal reference to this class. The result: more work and a lot more code for no real good reason.
That said, I think there are potential times when you might want to make a class sealed... and the best thing I can think of is an API that you will invoke directly, but allow clients to implement. For example, a game where you can program against the game... if your classes were not sealed, then the players who are adding features could potentially exploit the API to their advantage. This is a very narrow case though, and I think any time you have full control over the codebase, there really is little if any reason to make a class sealed.
This is one reason I really like the Ruby programming language... even the core classes are open, not just to extend but to ADD AND CHANGE functionality dynamically, TO THE CLASS ITSELF! It's called monkeypatching and can be a nightmare if abused, but it's damn fun to play with!
From an object-oriented perspective, sealing a class clearly documents the author's intent without the need for comments. When I seal a class I am trying to say that this class was designed to encapsulate some specific piece of knowledge or some specific service. It was not meant to be enhanced or subclassed further.
This goes well with the Template Method design pattern. I have an interface that says "I perform this service." I then have a class that implements that interface. But, what if performing that service relies on context that the base class doesn't know about (and shouldn't know about)? What happens is that the base class provides virtual methods, which are either protected or private, and these virtual methods are the hooks for subclasses to provide the piece of information or action that the base class does not know and cannot know. Meanwhile, the base class can contain code that is common for all the child classes. These subclasses would be sealed because they are meant to accomplish that one and only one concrete implementation of the service.
Can you make the argument that these subclasses should be further subclassed to enhance them? I would say no because if that subclass couldn't get the job done in the first place then it should never have derived from the base class. If you don't like it then you have the original interface, go write your own implementation class.
Sealing these subclasses also discourages deep levels of inheritence, which works well for GUI frameworks but works poorly for business logic layers.
Because you always want to be handed a reference to the class and not to a derived one for various reasons:
i. invariants that you have in some other part of your code
ii. security
etc
Also, because it's a safe bet with regards to backward compatibility - you'll never be able to close that class for inheritance if it's release unsealed.
Or maybe you didn't have enough time to test the interface that the class exposes to be sure that you can allow others to inherit from it.
Or maybe there's no point (that you see now) in having a subclass.
Or you don't want bug reports when people try to subclass and don't manage to get all the nitty-gritty details - cut support costs.
Sometimes your class interface just isn't meant to be inheirited. The public interface just isn't virtual and while someone could override the functionality that's in place it would just be wrong. Yes in general they shouldn't override the public interface, but you can insure that they don't by making the class non-inheritable.
The example I can think of right now are customized contained classes with deep clones in .Net. If you inherit from them you lose the deep clone ability.[I'm kind of fuzzy on this example, it's been a while since I worked with IClonable] If you have a true singelton class, you probably don't want inherited forms of it around, and a data persistence layer is not normally place you want a lot of inheritance.
Not everything that's important in a class is asserted easily in code. There can be semantics and relationships present that are easily broken by inheriting and overriding methods. Overriding one method at a time is an easy way to do this. You design a class/object as a single meaningful entity and then someone comes along and thinks if a method or two were 'better' it would do no harm. That may or may not be true. Maybe you can correctly separate all methods between private and not private or virtual and not virtual but that still may not be enough. Demanding inheritance of all classes also puts a huge additional burden on the original developer to foresee all the ways an inheriting class could screw things up.
I don't know of a perfect solution. I'm sympathetic to preventing inheritance but that's also a problem because it hinders unit testing.
I exposed a minimal interface to interact with the client API, and it would have been awesome to extend the client API class and then just add an implements clause with my new interface. The methods that I had in the interface that matched the actual interface would then need no further details and so I wouldn't have to explicitly implement them. However, the class was sealed, so I had to instead proxy calls to an internal reference to this class. The result: more work and a lot more code for no real good reason.
Well, there is a reason: your code is now somewhat insulated from changes to the memcached interface.
Performance: (…) if the JIT compiler sees a call to a virtual method using a sealed types, the JIT compiler can produce more efficient code by calling the method non-virtually.(…)
That's a great reason indeed. Thus, for performance-critical classes, sealed and friends make sense.
All the other reasons I've seen mentioned so far boil down to "nobody touches my class!". If you're worried someone might misunderstand its internals, you did a poor job documenting it. You can't possibly know that there's nothing useful to add to your class, or that you already know every imaginable use case for it. Even if you're right and the other developer shouldn't have used your class to solve their problem, using a keyword isn't a great way of preventing such a mistake. Documentation is. If they ignore the documentation, their loss.
Most of answers (when abstracted) state that sealed/finalized classes are tool to protect other programmers against potential mistakes. There is a blurry line between meaningful protection and pointless restriction. But as long as programmer is the one who is expected to understand the program, I see no hardly any reasons to restrict him from reusing parts of a class. Most of you talk about classes. But it's all about objects!
In his first post, DrPizza claims that designing inheritable class means anticipating possible extensions. Do I get it right that you think that class should be inheritable only if it's likely to be extended well? Looks as if you were used to design software from the most abstract classes. Allow me a brief explanation of how do I think when designing:
Starting from the very concrete objects, I find characteristics and [thus] functionality that they have in common and I abstract it to superclass of those particular objects. This is a way to reduce code duplicity.
Unless developing some specific product such as a framework, I should care about my code, not others (virtual) code. The fact that others might find it useful to reuse my code is a nice bonus, not my primary goal. If they decide to do so, it's their responsibility to ensure validity of extensions. This applies team-wide. Up-front design is crucial to productivity.
Getting back to my idea: Your objects should primarily serve your purposes, not some possible shoulda/woulda/coulda functionality of their subtypes. Your goal is to solve given problem. Object oriented languages uses fact that many problems (or more likely their subproblems) are similar and therefore existing code can be used to accelerate further development.
Sealing a class forces people who could possibly take advantage of existing code WITHOUT ACTUALLY MODIFYING YOUR PRODUCT to reinvent the wheel. (This is a crucial idea of my thesis: Inheriting a class doesn't modify it! Which seems quite pedestrian and obvious, but it's being commonly ignored).
People are often scared that their "open" classes will be twisted to something that can not substitute its ascendants. So what? Why should you care? No tool can prevent bad programmer from creating bad software!
I'm not trying to denote inheritable classes as the ultimately correct way of designing, consider this more like an explanation of my inclination to inheritable classes. That's the beauty of programming - virtually infinite set of correct solutions, each with its own cons and pros. Your comments and arguments are welcome.
And finally, my answer to the original question: I'd finalize a class to let others know that I consider the class a leaf of the hierarchical class tree and I see absolutely no possibility that it could become a parent node. (And if anyone thinks that it actually could, then either I was wrong or they don't get me).