Cons of Implementing an Interface - oop

Here is a sample diagram that I am working on:
Cars and Busses are Vehicles
Driver has 0 or more Cars/Busses
Each Driver has a default Car or Bus
Cars/Busses can have max 1 drivers
Now I need to use the Driver and Vehicle in the same context, whenever I pass Driver, get me the default Car/Bus and whenever I pass Vehicle get me this. In this case, is it a bad idea introducing an interface above both of them? If yes, what are the reasons?
Edit:
This is legacy code and I just made up the classes (duh)
We can't modify the current structure
I feel like implementing an interface on top of them is not right, just need an explanation on that. Don't need an implementation.

Perhaps I'm misunderstanding the question, but here are my thoughts:
The driver should own Vehicles, not Car/Bus objects
The whole point of having the interface is that you can treat both of the types of objects in the same way, and reduce duplicated code.
The Vehicle should require a getter for the driver
Use a Vehicle::getDriver(), and have the Bus and Car objects contain a reference to a Driver.
There is no need to introduce an interface above Driver and Vehicle.
Quick untested code stub in C++ (riddled with bugs~~) for how some of this may be implemented:
class Driver;
// Vehicle interface
class Vehicle {
public:
virtual void setDriver(Driver* driver);
virtual Driver* getDriver() const;
/**
* Some exciting driving function!! :D
*/
virtual void drive();
};
class Car : public Vehicle {
Driver* m_driver = nullptr;
public:
void setDriver(Driver* driver) override { m_driver = driver; }
Driver* getDriver() const override { return m_driver; }
void drive() override { /* do something! */ }
};
class Bus : public Vehicle {
Driver* m_driver = nullptr;
public:
void setDriver(Driver* driver) override { m_driver = driver; }
Driver* getDriver() const override { return m_driver; }
void drive() override { /* do something! */ }
};
// Driver
class Driver {
int m_defIdx;
std::vector<Vehicle*> m_vehicles;
public:
void addVehicle(Vehicle* vehicle, bool setDefault = true) {
m_vehicles.push_back(vehicle);
vehicle->setDriver(this);
if (setDefault) m_defIdx = m_vehicles.length() - 1;
}
Vehicle* getDefaultVehicle() { return m_vehicles[m_defIdx]; }
Vehicle* getVehicle(int index) { return m_vehicles[index]; }
}
Note that if you're using C++, smartpointers would probably be a better idea, and instead of an interface, an abstract class may make more sense.
Now, let's take a look at how you'd interface with this.
void robBank(Driver& driver) {
/* do some totally criminal stuff! */
// run away!! Note that we can access the vehicle here.
driver.getDefaultVehicle()->drive();
}
int main() {
Driver sally;
Car* car = new Car();
sally.addVehicle(car, true);
robBank(sally);
delete car; // clean up after ourselves :)
}
Note that even though I only passed in a Driver to robBank(), because a Driver contains a reference to a Vehicle and the Driver object exposes this, we can access a Vehicle.
Cases where it makes sense for an interface to be shared between Driver and Vehicle
You could have an interface they both inherit from like Movable, which may have a Movable::move() function so that both Drivers and Vehicles can move around. This is a notion of having common functionality, and is the key behind the notion of composition over inheritance.

I hope I understood your question correctly.
I wouldn't introduce an interface above them, because it doesn't seem to reflect your domain. It appears to be difficult to come up with a name for it. It is not a good sign.
You can try a Strategy pattern, which can help encapsulate process of obtaining that Vehicle instance for your context.
In this specific case it may be an overkill, but may be that legacy code may benefit.
For example (C#).
class Context {
public Vehicle Drive(DrivingStrategy strategy) {
//...
return strategy.GetDrivable();
}
}
abstract class DrivingStrategy {
public static DrivingStrategy For(Driver driver) {
//...
return new DriverDrivingStrategy(driver);
}
public static DrivingStrategy For(Vehicle vehicle) {
//...
return new VehicleDrivingStrategy(vehicle);
}
abstract public Vehicle GetDrivable();
}
class DriverDrivingStrategy : DrivingStrategy {
private readonly Driver driver;
public DriverDrivingStrategy(Driver driver) {
//...
this.driver = driver;
}
public override Vehicle GetDrivable() {
//Default vehicle logic can be potentially moved from Driver to this class.
return driver.GetDefaultVehicle();
}
}
class VehicleDrivingStrategy : DrivingStrategy {
private readonly Vehicle vehicle;
public VehicleDrivingStrategy(Vehicle vehicle) {
this.vehicle = vehicle;
}
public override Vehicle GetDrivable() {
return vehicle;
}
}
class Driver {
public Vehicle GetDefaultVehicle() {
//...
}
}
class Vehicle {
//...
}
Client:
class Client {
public void Do() {
Context context = new Context();
Driver driver = new Driver();
Vehicle vehicle = new Vehicle();
context.Drive(DrivingStrategy.For(driver));
context.Drive(DrivingStrategy.For(vehicle));
}
}
Of course, VehicleDrivingStrategy class is not doing much, you can lose an abstract DrivingStrategy and make VehicleDrivingStrategy a base class for other ones.
Furthermore, you may want to expand strategies not to just retrieve Vehicle instance, but ask them to do something more for your context. It would be more suitable use for that pattern. Like for a driver strategy: driver.GetDefaultVehicle().Drive() / this.GetDefaultVehicle().Drive() and for a vehicle one: vehicle.Drive();

Related

Castle windsor wire generic irepository with 2 types

Hi I am trying to change a code example found here
http://imar.spaanjaars.com/577/aspnet-n-layered-applications-implementing-a-repository-using-ef-code-first-part-5
In his example he uses structure map, when I converted it to windsor I can get it to work with the one repository using the following.
container.Register(Component.For<IUnitOfWorkFactory>().ImplementedBy<EFUnitOfWorkFactory>(),
Component.For<IUnitOfWork>().ImplementedBy<EFUnitOfWork>(),
Component.For<Model.Repositories.IPeopleRepository>().ImplementedBy<PeopleRepository>().LifestyleTransient());
But what I really want to do is to map all the irepository based interfacees to thier implementation.
Here is the IRepository, T is the entity, K is the prmiary key type
public interface IRepository<T, K> where T : class
{
}
Its implementation Is
public abstract class Repository<T> : IRepository<T, int>, IDisposable where T : DomainEntity<int>
{
}
My controller has the interface IPeopleRepository as a constructor paramerter.
public interface IPeopleRepository : IRepository<Person, int>
{
}
public class PeopleRepository : Repository<Person>, IPeopleRepository
{
}
I want to have one register to register all repositories, something like this, but it wont match and i get the error Service 'Spaanjaars.ContactManager45.Model.Repositories.IPeopleRepository' which was not registered
container.Register(Component.For(typeof(IRepository<,>))
.ImplementedBy(typeof(Repository<>))
.LifestylePerWebRequest());
What am i missing in regards to this? is it because my irepository has 2 generic types?
In order to map all the IRepository based interfaces to their implementations .WithService.AllInterfaces() should be used.
This registration should solve your issue.
container.Register(
Classes.FromThisAssembly()
.BasedOn(typeof(IRepository<,>))
.WithService.AllInterfaces()
.LifestylePerWebRequest());
There are some tests to test it. I claim they are green.
[TestClass]
public class InstallerTest
{
private IWindsorContainer container;
[TestInitialize]
public void Init()
{
container = new WindsorContainer().Install(new Installer());
}
[TestMethod]
public void ResilveTest_ResolvesViaIRepository()
{
// act
var repository = container.Resolve<IRepository<Person, int>>();
// assert
repository.Should().BeOfType<PeopleRepository>();
}
[TestMethod]
public void ResilveTest_ResolvesViaIPeopleRepository()
{
// act
var repository = container.Resolve<IPeopleRepository>();
// assert
repository.Should().BeOfType<PeopleRepository>();
}
}
public class Installer : IWindsorInstaller
{
public void Install(IWindsorContainer container, IConfigurationStore store)
{
container.Register(
Classes.FromThisAssembly()
.BasedOn(typeof(IRepository<,>))
.WithService.AllInterfaces()
.LifestylePerThread());
}
}

Can AspectJ replace "new X" with "new SubclassOfX" in third-party library code?

I am looking at AspectJ to see if perhaps we can use it in our test suite.
We have a rather large third party Java communications library hardwired to use its own classes (which do not implement any interfaces) which in turn mean that we need a physical backend present and correctly configured to be able to run tests.
I am looking at our options for removing this restriction. A possibility would be to create a subclass of the troublesome classes and then ask AspectJ to simply replace "new X" with "new OurSubclassOfX" when loading the third party library, but I am new to AspectJ and from my brief skimming of the documentation this is not a typical use case.
Can AspectJ do this? What would the configuration snippet be?
Yes, this is possible. Let us assume you have a hard-wired class, possibly fetching something from a database, and want to mock it via an aspect:
package de.scrum_master.aop.app;
public class HardWired {
private int id;
private String name;
public HardWired(int id, String name) {
this.id = id;
this.name = name;
}
public void doSomething() {
System.out.println("Fetching values from database");
}
public int getSomething() {
return 11;
}
#Override
public String toString() {
return "HardWired [id=" + id + ", name=" + name + "]";
}
}
Then there is a little driver application using that very class (not an interface):
package de.scrum_master.aop.app;
public class Application {
public static void main(String[] args) {
HardWired hw = new HardWired(999, "My object");
System.out.println(hw);
hw.doSomething();
System.out.println(hw.getSomething());
}
}
The output is as follows:
HardWired [id=999, name=My object]
Fetching values from database
11
Now you define your derived mock class which should replace the original for testing purposes:
package de.scrum_master.aop.mock;
import de.scrum_master.aop.app.HardWired;
public class HardWiredMock extends HardWired {
public HardWiredMock(int id, String name) {
super(id, name);
}
#Override
public void doSomething() {
System.out.println("Mocking database values");
}
#Override
public int getSomething() {
return 22;
}
#Override
public String toString() {
return "Mocked: " + super.toString();
}
}
And finally you define an aspect with a simple pointcut and advice to replace the original value during each constructor call:
package de.scrum_master.aop.aspect;
import de.scrum_master.aop.app.HardWired;
import de.scrum_master.aop.mock.HardWiredMock;
public aspect MockInjector {
HardWired around(int p1, String p2) : call(HardWired.new(int, String)) && args(p1, p2) {
return new HardWiredMock(p1, p2);
}
}
The output changes as desired:
Mocked: HardWired [id=999, name=My object]
Mocking database values
22
You do that once per class and constructor and are fine. In order to generalise the approach you would need joinpoint properties and, depending on how far you want to go, maybe reflection, but this here is pretty straightforward. Enjoy!

design pattern query

i have a question regarding design patterns.
suppose i want to design pig killing factory
so the ways will be
1) catch pig
2)clean pig
3) kill pig
now since these pigs are supplied to me by a truck driver
now if want to design an application how should i proceed
what i have done is
public class killer{
private Pig pig ;
public void catchPig(){ //do something };
public void cleanPig(){ };
public void killPig(){};
}
now iam thing since i know that the steps will be called in catchPig--->cleanPig---->KillPig manner so i should have an abstract class containing these methods and an execute method calling all these 3 methods.
but i can not have instance of abstract class so i am confused how to implement this.
remenber i have to execute this process for all the pigs that comes in truck.
so my question is what design should i select and which design pattern is best to solve such problems .
I would suggest a different approach than what was suggested here before.
I would do something like this:
public abstract class Killer {
protected Pig pig;
protected abstract void catchPig();
protected abstract void cleanPig();
protected abstract void killPig();
public void executeKillPig {
catchPig();
cleanPig();
killPig();
}
}
Each kill will extend Killer class and will have to implement the abstract methods. The executeKillPig() is the same for every sub-class and will always be performed in the order you wanted catch->clean->kill. The abstract methods are protected because they're the inner implementation of the public executeKillPig.
This extends Avi's answer and addresses the comments.
The points of the code:
abstract base class to emphasize IS A relationships
Template pattern to ensure the steps are in the right order
Strategy Pattern - an abstract class is as much a interface (little "i") as much as a Interface (capital "I") is.
Extend the base and not use an interface.
No coupling of concrete classes. Coupling is not an issue of abstract vs interface but rather good design.
public abstract Animal {
public abstract bool Escape(){}
public abstract string SaySomething(){}
}
public Wabbit : Animal {
public override bool Escape() {//wabbit hopping frantically }
public override string SaySomething() { return #"What's Up Doc?"; }
}
public abstract class Killer {
protected Animal food;
protected abstract void Catch(){}
protected abstract void Kill(){}
protected abstract void Clean(){}
protected abstract string Lure(){}
// this method defines the process: the methods and the order of
// those calls. Exactly how to do each individual step is left up to sub classes.
// Even if you define a "PigKiller" interface we need this method
// ** in the base class ** to make sure all Killer's do it right.
// This method is the template (pattern) for subclasses.
protected void FeedTheFamily(Animal somethingTasty) {
food = somethingTasty;
Catch();
Kill();
Clean();
}
}
public class WabbitHunter : Killer {
protected override Catch() { //wabbit catching technique }
protected override Kill() { //wabbit killing technique }
protected override Clean() { //wabbit cleaning technique }
protected override Lure() { return "Come here you wascuhwy wabbit!"; }
}
// client code ********************
public class AHuntingWeWillGo {
Killer hunter;
Animal prey;
public AHuntingWeWillGo (Killer aHunter, Animal aAnimal) {
hunter = aHunter;
prey = aAnimal;
}
public void Hunt() {
if ( !prey.Escape() ) hunter.FeedTheFamily(prey)
}
}
public static void main () {
// look, ma! no coupling. Because we pass in our objects vice
// new them up inside the using classes
Killer ElmerFudd = new WabbitHunter();
Animal BugsBunny = new Wabbit();
AHuntingWeWillGo safari = new AHuntingWeWillGo( ElmerFudd, BugsBunny );
safari.Hunt();
}
The problem you are facing refer to part of OOP called polymorphism
Instead of abstract class i will be using a interface, the difference between interface an abstract class is that interface have only method descriptors, a abstract class can have also method with implementation.
public interface InterfaceOfPigKiller {
void catchPig();
void cleanPig();
void killPig();
}
In the abstract class we implement two of three available methods, because we assume that those operation are common for every future type that will inherit form our class.
public abstract class AbstractPigKiller implements InterfaceOfPigKiller{
private Ping pig;
public void catchPig() {
//the logic of catching pigs.
}
public void cleanPig() {
// the logic of pig cleaning.
}
}
Now we will create two new classes:
AnimalKiller - The person responsible for pig death.
AnimalSaver - The person responsible for pig release.
public class AnimalKiller extends AbstractPigKiller {
public void killPig() {
// The killing operation
}
}
public class AnimalSaver extends AbstractPigKiller {
public void killPing() {
// The operation that will make pig free
}
}
As we have our structure lets see how it will work.
First the method that will execute the sequence:
public void doTheRequiredOperation(InterfaceOfPigKiller killer) {
killer.catchPig();
killer.cleanPig();
killer.killPig();
}
As we see in the parameter we do not use class AnimalKiller or AnimalSever. Instead of that we have the interface. Thank to this operation we can operate on any class that implement used interface.
Example 1:
public void test() {
AnimalKiller aKiller = new AnimalKiller();// We create new instance of class AnimalKiller and assign to variable aKiller with is type of `AnimalKilleraKiller `
AnimalSaver aSaver = new AnimalSaver(); //
doTheRequiredOperation(aKiller);
doTheRequiredOperation(aSaver);
}
Example 2:
public void test() {
InterfaceOfPigKiller aKiller = new AnimalKiller();// We create new instance of class AnimalKiller and assign to variable aKiller with is type of `InterfaceOfPigKiller `
InterfaceOfPigKiller aSaver = new AnimalSaver(); //
doTheRequiredOperation(aKiller);
doTheRequiredOperation(aSaver);
}
The code example 1 and 2 are equally in scope of method doTheRequiredOperation. The difference is that in we assign once type to type and in the second we assign type to interface.
Conclusion
We can not create new object of abstract class or interface but we can assign object to interface or class type.

Design pattern to save/load an object in various format

I have an object: X, that can be saved or loaded in various formats: TXT, PDF, HTML, etc..
What is the best way to manage this situation? Add a pair of method to X for each format, create a new Class for each format, or exists (as I trust) a better solution?
I'd choose the strategy pattern. For example:
interface XStartegy {
X load();
void save(X x);
}
class TxtStrategy implements XStartegy {
//...implementation...
}
class PdfStrategy implements XStartegy {
//...implementation...
}
class HtmlStrategy implements XStartegy {
//...implementation...
}
class XContext {
private XStartegy strategy;
public XContext(XStartegy strategy) {
this.strategy = strategy;
}
public X load() {
return strategy.load();
}
public void save(X x) {
strategy.save(x);
}
}
I agree with #DarthVader , though in Java you'd better write
public class XDocument implements IDocument { ...
You could also use an abstract class, if much behavior is common to the documents, and in the common methods of base class call an abstract save(), which is only implemented in the subclasses.
I would go with Factory pattern. It looks like you can use inheritance/polymorphism with generics. You can even do dependency injection if you go with the similar design as follows.
public interface IDocument
{
void Save();
}
public class Document : IDocument
{
}
public class PdfDocument: IDocument
{
public void Save(){//...}
}
public class TxtDocument: IDocument
{
public void Save(){//...}
}
public class HtmlDocument : IDocument
{
public void Save(){//...}
}
then in another class you can do this:
public void SaveDocument(T document) where T : IDocument
{
document.save();
}
It depends on your objects, but it is possible, that visitor pattern (http://en.wikipedia.org/wiki/Visitor_pattern) can be used here.
There are different visitors (PDFVisitor, HHTMLVisitor etc) that knows how to serialize parts of your objects that they visit.
I would instead suggest the Strategy pattern. You're always saving and restoring, the only difference is how you do it (your strategy). So you have save() and restore() methods that defer to various FormatStrategy objects you can plug and play with at run time.

How do I use composition with inheritance?

I'm going to try to ask my question in the context of a simple example...
Let's say I have an abstract base class Car. Car has-a basic Engine object. I have a method StartEngine() in the abstract Car class that delegates the starting of the engine to the Engine object.
How do I allow subclasses of Car (like Ferrari) to declare the Engine object as a specific type of engine (e.g., TurboEngine)? Do I need another Car class (TurboCar)?
I'm inheriting a plain old Engine object and I cannot re-declare (or override) it as a TurboEngine in my Car subclasses.
EDIT: I understand that I can plug any subclass of Engine into myEngine reference within my Ferrari class...but how can I call methods that only the TurboEngine exposes? Because myEngine is inherited as a base Engine, none of the turbo stuff is included.
Thanks!
The Abstract Factory pattern is precisely for this problem. Google GoF Abstract Factory {your preferred language}
In the following, note how you can either use the concrete factories to produce "complete" objects (enzo, civic) or you can use them to produce "families" of related objects (CarbonFrame + TurboEngine, WeakFrame + WeakEngine). Ultimately, you always end up with a Car object that responds to accelerate() with type-specific behavior.
using System;
abstract class CarFactory
{
public static CarFactory FactoryFor(string manufacturer){
switch(manufacturer){
case "Ferrari" : return new FerrariFactory();
case "Honda" : return new HondaFactory();
default:
throw new ArgumentException("Unknown car manufacturer. Please bailout industry.");
}
}
public abstract Car createCar();
public abstract Engine createEngine();
public abstract Frame createFrame();
}
class FerrariFactory : CarFactory
{
public override Car createCar()
{
return new Ferrari(createEngine(), createFrame());
}
public override Engine createEngine()
{
return new TurboEngine();
}
public override Frame createFrame()
{
return new CarbonFrame();
}
}
class HondaFactory : CarFactory
{
public override Car createCar()
{
return new Honda(createEngine(), createFrame());
}
public override Engine createEngine()
{
return new WeakEngine();
}
public override Frame createFrame()
{
return new WeakFrame();
}
}
abstract class Car
{
private Engine engine;
private Frame frame;
public Car(Engine engine, Frame frame)
{
this.engine = engine;
this.frame = frame;
}
public void accelerate()
{
engine.setThrottle(1.0f);
frame.respondToSpeed();
}
}
class Ferrari : Car
{
public Ferrari(Engine engine, Frame frame) : base(engine, frame)
{
Console.WriteLine("Setting sticker price to $250K");
}
}
class Honda : Car
{
public Honda(Engine engine, Frame frame) : base(engine, frame)
{
Console.WriteLine("Setting sticker price to $25K");
}
}
class KitCar : Car
{
public KitCar(String name, Engine engine, Frame frame)
: base(engine, frame)
{
Console.WriteLine("Going out in the garage and building myself a " + name);
}
}
abstract class Engine
{
public void setThrottle(float percent)
{
Console.WriteLine("Stomping on accelerator!");
typeSpecificAcceleration();
}
protected abstract void typeSpecificAcceleration();
}
class TurboEngine : Engine
{
protected override void typeSpecificAcceleration()
{
Console.WriteLine("Activating turbo");
Console.WriteLine("Making noise like Barry White gargling wasps");
}
}
class WeakEngine : Engine
{
protected override void typeSpecificAcceleration()
{
Console.WriteLine("Provoking hamster to run faster");
Console.WriteLine("Whining like a dentist's drill");
}
}
abstract class Frame
{
public abstract void respondToSpeed();
}
class CarbonFrame : Frame
{
public override void respondToSpeed()
{
Console.WriteLine("Activating active suspension and extending spoilers");
}
}
class WeakFrame : Frame
{
public override void respondToSpeed()
{
Console.WriteLine("Loosening bolts and vibrating");
}
}
class TestClass
{
public static void Main()
{
CarFactory ferrariFactory = CarFactory.FactoryFor("Ferrari");
Car enzo = ferrariFactory.createCar();
enzo.accelerate();
Console.WriteLine("---");
CarFactory hondaFactory = CarFactory.FactoryFor("Honda");
Car civic = hondaFactory.createCar();
civic.accelerate();
Console.WriteLine("---");
Frame frame = hondaFactory.createFrame();
Engine engine = ferrariFactory.createEngine();
Car kitCar = new KitCar("Shaker", engine, frame);
kitCar.accelerate();
Console.WriteLine("---");
Car kitCar2 = new KitCar("LooksGreatGoesSlow", hondaFactory.createEngine(), ferrariFactory.createFrame());
kitCar2.accelerate();
}
}
There's no need to specify a subclass of Car to have a TurboEngine as long as TurboEngine is a subclass of Engine. You can just specify an instance of TurboEngine as the Engine for your Ferrari. You could even put a DieselEngine in your Ferrari. They're all just Engines.
A Car has an Engine. A TurboEngine is an Engine. A Car can have a TurboEngine or a DieselEngine or a FlintstonesEngine. They're all Engines.
If you want to limit the type of Engine in your Car subclass (no LawnMowerEngine in a SportsCar), you can leave it declared as Engine and limit it in the setter methods.
The Car has an Engine relationship doesn't limit the applicable subclasses of Engine.
You can always use an abstract that is protected. The public "Start" will call the protected (that will be ovveride in the abstract class). This way the caller only see the Start() and not the StartEngine().
abstract class Car {
private Engine engine;
public Car() {
this.engine = new Engine();
}
protected Car(Engine engine) {
this.engine = engine;
}
public void Start()
{
this.StartEngine();
}
protected abstract void StartEngine();
}
public class Ferrari : Car
{
public Ferrari() {
}
protected override void StartEngine()
{
Console.WriteLine("TURBO ENABLE!!!");
}
}
-The way to use it:
Car c = new Ferrari();
c.Start();
I think this would work.
public class Car
{
private Engine engine;
public virtual Engine CarEngine
{
get { return engine;}
}
public StartEngine()
{
CarEngine.Start();
}
}
public class Engine
{
public virtual void Start()
{
Console.Writeline("Vroom");
}
}
public class TurboEngine : Engine
{
public override void Start()
{
Console.Writeline("Vroom pSHHHHHHH");
}
// TurboEngine Only method
public double BoostPressure()
{
}
}
public class Ferrari : Car
{
private TurboEngine engine;
public override Engine CarEngine
{
return engine;
}
}
Ferrari = car new Ferrari();
// Will call Start on TurboEngine()
car.StartEngine();
// Upcast to get TurboEngine stuff
Console.WriteLine(car.CarEngine as TurboEngine).BoostPressure();
You can use C# generics to get what you're looking for, here.
The distinction of using generics is that your Ferrari "knows" that its Engine is-a TurboEngine, while the Car class doesn't have to know anything new—only that EngineType is-an Engine.
class Program
{
static void Main(string[] args)
{
Ferrari ferarri = new Ferrari();
ferarri.Start();
ferarri.Boost();
}
}
public class Car<EngineType> where EngineType : Engine, new()
{
protected EngineType engine;
public Car()
{
this.CreateEngine();
}
protected void CreateEngine()
{
this.engine = new EngineType();
}
public void Start()
{
engine.Start();
}
}
public class Ferrari : Car<TurboEngine>
{
public void Boost()
{
engine.Boost();
}
}
public class Engine
{
public virtual void Start()
{
Console.WriteLine("Vroom!");
}
}
public class TurboEngine : Engine
{
public void Boost()
{
Console.WriteLine("Hang on to your teeth...");
}
public override void Start()
{
Console.WriteLine("VROOOOM! VROOOOM!");
}
}
As I understand your (updated) question, you're going to have to cast the car's engine to the TurboEngine type if you want to call TurboEngine methods on it. That results in a lot of checking to see if the car you have has a TurboEngine before you call those methods, but that's what you get. Not knowing what this car is actually standing in for, I can't think of any reason you couldn't have the engine and the turbo engine share the same interface - are there really new methods that the turbo supports, or does it just do the same things differently - but I guess this metaphor was going to fall apart sooner or later.
Do you have generics in your language? In Java I could do this:
class Engine {}
abstract class Car<E extends Engine>
{
private E engine;
public E getEngine() { return engine; }
}
class TurboEngine extends Engine {}
class Ferrari extends Car<TurboEngine>
{
// Ferrari now has a method with this signature:
// public TurboEngine getEngine() {}
}
I'm sure there's something similar in C#. You can then treat an instance of Ferrari as either an instance of the Ferrari subclass (with getEngine returning the TurboEngine) or as an instance of the Car superclass (when getEngine will return an Engine).
Depending on your particular language semantics, there are a few ways to do this. Off the cuff my initial thought would be to provide a protected constructor:
public class Car {
private Engine engine;
public Car() {
this(new Engine());
}
protected Car(Engine engine) {
this.engine = engine;
}
public void start() {
this.engine.start();
}
}
public class Ferrari {
public Ferrari() {
super(new TurboEngine());
}
}
don't expose the internals of your class in the interface - in other words, the public method of Car should be Start, not StartEngine
if you want to impose an internal structure (i.e. like having only 1 engine) then you need another abstract/base class Engine that can be specialized.
then you can construct a sports car out of parts by setting the m_engine member to a sporty subclass of Engine, et al
EDIT: note that in the real world, a turbocharger is not part of the engine, it is an add-on to the engine, with its own control interface... But if you want to include things like this in your ferrari engine, that's ok, just upcast in the SportsCar subclass to make your base Engine into a TurboEngine
but it would be better modeling to keep the components separate - that way you can upgrade your turbocharger (dual intake vs single intake, for example) without replacing the entire engine!
There are lots of ways it could be done.
I would favour having a setEngine() method on Car, then having the Ferrari constructor call setEngine() and pass in an instance of a TurboEngine.