Inheritance and interfaces - oop

This is somewhat of a follow-up question to this question.
Suppose I have an inheritance tree as follows:
Car -> Ford -> Mustang -> MustangGT
Is there a benefit to defining interfaces for each of these classes? Example:
ICar -> IFord -> IMustang -> IMustangGT
I can see that maybe other classes (like Chevy) would want to implement Icar or IFord and maybe even IMustang, but probably not IMustangGT because it is so specific. Are the interfaces superfluous in this case?
Also, I would think that any class that would want to implement IFord would definitely want to use its one inheritance by inheriting from Ford so as not to duplicate code. If that is a given, what is the benefit of also implementing IFord?

In my experience, interfaces are best used when you have several classes which each need to respond to the same method or methods so that they can be used interchangeably by other code which will be written against those classes' common interface. The best use of an interface is when the protocol is important but the underlying logic may be different for each class. If you would otherwise be duplicating logic, consider abstract classes or standard class inheritance instead.
And in response to the first part of your question, I would recommend against creating an interface for each of your classes. This would unnecessarily clutter your class structure. If you find you need an interface you can always add it later. Hope this helps!
Adam

I also agree with adamalex's response that interfaces should be shared by classes that should respond to certain methods.
If classes have similar functionality, yet are not directly related to each other in an ancestral relationship, then an interface would be a good way to add that function to the classes without duplicating functionality between the two. (Or have multiple implementations with only subtle differences.)
While we're using a car analogy, a concrete example. Let's say we have the following classes:
Car -> Ford -> Escape -> EscapeHybrid
Car -> Toyota -> Corolla -> CorollaHybrid
Cars have wheels and can Drive() and Steer(). So those methods should exist in the Car class. (Probably the Car class will be an abstract class.)
Going down the line, we get the distinction between Ford and Toyota (probably implemented as difference in the type of emblem on the car, again probably an abstract class.)
Then, finally we have a Escape and Corolla class which are classes that are completely implemented as a car.
Now, how could we make a Hybrid vehicle?
We could have a subclass of Escape that is EscapeHybrid which adds a FordsHybridDrive() method, and a subclass of Corolla that is CorollaHybrid with ToyotasHybridDrive() method. The methods are basically doing the same thing, but yet we have different methods. Yuck. Seems like we can do better than that.
Let's say that a hybrid has a HybridDrive() method. Since we don't want to end up having two different types of hybrids (in a perfect world), so we can make an IHybrid interface which has a HybridDrive() method.
So, if we want to make an EscapeHybrid or CorollaHybrid class, all we have to do is to implement the IHybrid interface.
For a real world example, let's take a look at Java. A class which can do a comparison of an object with another object implements the Comparable interface. As the name implies, the interface should be for a class that is comparable, hence the name "Comparable".
Just as a matter of interest, a car example is used in the Interfaces lesson of the Java Tutorial.

You shouldn't implement any of those interfaces at all.
Class inheritance describes what an object is (eg: it's identity). This is fine, however most of the time what an object is, is far less important than what an object does. This is where interfaces come in.
An interface should describe what an object does), or what it acts like. By this I mean it's behavior, and the set of operations which make sense given that behaviour.
As such, good interface names should usually be of the form IDriveable, IHasWheels, and so on. Sometimes the best way to describe this behaviour is to reference a well-known other object, so you can say "acts like one of these" (eg: IList) but IMHO that form of naming is in the minority.
Given that logic, the scenarios where interface inheritance makes sense are completely and entirely different from the scenarios where object inheritance makes sense - often these scenarios don't relate to eachother at all.
Hope that helps you think through the interfaces you should actually need :-)

I'd say only make an interface for things you need to refer to. You may have some other classes or functions that need to know about a car, but how often will there be something that needs to know about a ford?

Don't build stuff you don't need. If it turns out you need the interfaces, it's a small effort to go back and build them.
Also, on the pedantic side, I hope you're not actually building something that looks like this hierarchy. This is not what inheritance should be used for.

Create it only once that level of functionality becomes necessary.
Re-factoring Code is always on on-going process.
There are tools available that will allow you to extract to interface if necessary.
E.G. http://geekswithblogs.net/JaySmith/archive/2008/02/27/refactor-visual-studio-extract-interface.aspx

Make an ICar and all the rest (Make=Ford, Model=Mustang, and stuff) as members of a class that implements the interface.
You might wanna have your Ford class and for example GM class and both implement ICar in order to use polymorphism if you don't wanna go down the route of checking Make == Whatever, that's up to your style.
Anyway - In my opinion those are attributes of a car not the other way around - you just need one interface because methods are common: Brake, SpeedUp, etc.
Can a Ford do stuff that other cars cannot? I don't think so.

I woudl create the first two levels, ICar and IFord and leave the second level alone until I need an interface at that second level.

Think carefully about how your objects need to interact with each other within your problem domain, and consider if you need to have more than one implementation of a particular abstract concept. Use Interfaces to provide a contract around a concept that other objects interact with.
In your example, I would suggest that Ford is probably a Manufacturer and Mustang is a ModelName Value used by the Manufacturer Ford, therefore you might have something more like:
IVehichle -> CarImpl, MotorbikeImpl - has-a Manufacturer has-many ModelNames

In this answer about the difference between interface and class, I explained that:
interface exposes what a concept is (in term of "what is" valid, at compilation time), and is used for values (MyInterface x = ...)
class exposes what a concept does (actually executed at runtime), and is used for values or for objects (MyClass x or aMyClass.method() )
So if you need to store into a 'Ford' variable (notion of 'value') different sub-classes of Ford, create an IFord. Otherwise, do not bother until you actually need it.
That is one criteria: if it is not met, IFord is probably useless.
If it is met, then the other criteria exposed in the previous answers apply: If a Ford has a richer API than a Car, an IFord is useful for polymorphisms purpose. If not, ICar is enough.

In my view interfaces are a tool to enforce a requirement that a class implement a certain signature, or (as I like to think of it) a certain "Behavior" To me I think if the Capital I at the beginning of my onterface names as a personal pronoun, and I try to name my interfaces so they can be read that way... ICanFly, IKnowHowToPersistMyself IAmDisplayable, etc... So in your example, I would not create an interface to Mirror the complete public signature of any specific class. I would analyze the public signature (the behavior) and then separate the members into smaller logical groups (the smaller the better) like (using your example) IMove, IUseFuel, ICarryPassengers, ISteerable, IAccelerate, IDepreciate, etc... And then apply those interfaces to whatever other classes in my system need them

In general, the best way to think about this (and many questions in OO) is to think about the notion of a contract.
A contract is defined as an agreement between two (or more) parties, that states specific obligations each party must meet; in a program, this is what services a class will provide, and what you have to provide the class in order to get the services. An interface states a contract that any class implementing the interface must satisfy.
With that in mind, though, your question somewhat depends on what language you're using and what you want to do.
After many years of doing OO (like, oh my god, 30 years) I would usually write an interface for every contract, especially in Java, because it makes tests so much easier: if I have an interface for the class, I can build mock objects easily, almost trivially.

Interfaces are intended to be a generic public API, and users will be restricted to using this public API. Unless you intend users to be using the type-specific methods of IMustangGT, you may want to limit the interface hierarchy to ICar and IExpensiveCar.

Only inherit from Interfaces and abstract classes.
If you have a couple of classes wich are almost the same, and you need to implement the majority of methods, use and Interface in combination with buying the other object.
If the Mustang classes are so different then not only create an interface ICar, but also IMustang.
So class Ford and Mustang can inherit from ICar, and Mustang and MustangGT from ICar and IMustang.
If you implement class Ford and a method is the same as Mustang, buy from Mustang:
class Ford{
public function Foo(){
...
Mustang mustang = new Mustang();
return mustang.Foo();
}

Related

Can Coldfusion components share methods without being descendants of the same super class

We have used a homegrown version of object oriented coldfusion for a while and I'm just starting to experiment with cfc's and how it "should" be done...
If I understand correctly, cfinterface defines the signature of functions, and any class that implements that interface must have their own functions to do whats defined in the interface.
I'm kind of trying to do the opposite - the interface doesn't just define the function's signature, but also defines the logic of the function and anything that implements that interface can use its functions without having to define it itself. Does that exist besides creating subclasses?
For example, say you have classes A,B,C,D that all belong to the Animal class
A & B can walk
A & C can talk
B & D can sleep
Suppose the logic of walk, talk & sleep (if the object can do it) is the same regardless of the class doing it
Ideally, if A & B both implement the walking interface, they can walk without defining a separate walk method in each class.
Or borrowing a better example from this java multiple inheritance question
A Pegasus is a mix of a Horse and a Bird because it runs like a horse
but flies like a bird
Is that possible? (I think this is multiple inheritance?)
In short: no, an interface only defines a contract, it does not (and cannot) define functionality). Also CFML does not have the concept of multiple inheritance.
You will have to use single-inheritance and concrete implementations to effect what you need. I can't be bothered assessing your implementation-sharing requirements to work out what an approrpriate class hierarchy might be to minimise code duplication. I'm sure you can do that yourself (and it's not really part of your question anyhow).
One tactic you could try is to use mixins for your common methods. Store the common methods in a different library, and then inject them into your objects as required. So basically Mixins.cfc would implement walk(), talk(), sleep(), and you'd have an AFactory.cfc, BFactory.cfc, CFactory.cfc. When asking a factory for a new A, B or C, and the factory method injects the mixin methods before returning the instances. Obviously this is a fairly cumbersome process, and you'd want to use some sort of IoC container to manage all this.
A better question might come out of you showing us more real world examples... I suspect your domain design could perhaps stand improvement if you find yourself needing to do what your example suggests. Actual design requirements are seldom exposed with examples using animals.
You can do similar things with WireBox and its Virtual Inheritance feature:
http://wiki.coldbox.org/wiki/WireBox.cfm#Virtual_Inheritance
// Declare base CFC
map("BaseModel").to("model.base.BaseModel");
map("UserService").to("model.users.UserService").virtualInheritance("BaseModel");
It's basically very similar to what Adam described above; a base class is created, and references to it's public members are placed in the sub class.
https://github.com/ColdBox/coldbox-platform/blob/master/system/ioc/Builder.cfc#L535
There's no reason why you can't build something similar but you should know this has already been done.
Full disclosure, I am a contributing member of the *Box community.

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.

Doubt in using the interface?

Whenever i hear about interfaces i have the following doubt.
i have the following interface
interface Imammals
{
walk();
eat();
run();
}
and i have two classes Human and Cat that implements this interface.
Anyway, the functionality of the methods are going to be different in both the Classes.
For Eg: walk(), the functionality differs as cat uses four legs and human uses two legs
Then, Why do i need to have a common interface which ONLY declares these methods? Is my design here faulty?
If the functionality of the methods are going to be same in both the classes, i could go for a class based inheritance where the parent implements the complete functionality and the child inherits and uses the parent class methods.
But here the interfaces help us just to consolidate the methods declarations or is there anything more inside?
EDIT: walking(), eating(), running() was changed to walk(), eat(), run() and mammals was changes to Imammals.
In your scenario, either type-inheritance or interface-implementation would work - but interface based abstraction allows types outside of your existing type model to provide the functionality. It could be a mock object, or it could be some kind of super killer robot, that can walk run and eat but isn't really a mammal (so having it inherit from a Mammal class could be confusing or just impossible).
In particular, interfaces allow us to express this relationship neatly, while avoiding the subtle points from C# having single (type-)inheritance.
Using the interface you can have the following:
public void walkMyAnimal(Animal animal) {
animal.walk();
}
without the need to know what animal exactly is passed.
Interface allows you to define behavior for inheriting classes so if you have Donkey in future then you simply implement this interface and be sure that you donkey will walk,run and eat.
Also you can use composition instead of concrete implementation if some of your objects have common behaviour.
Read a bit about Strategy pattern I think that will help.
One big advantage of interfaces is that even in languages like Java and C# where multiple inheritance is not allowed, a class can take on more than one interface. Something can be both Closable, for instance, and a List, but could not inherit from both (hypothetical) abstract base classes AbstractClosable and AbstractList.
It is also suitable for cases where you are writing a library or a plugin interface and want to provide a way for your code to use objects provided by library users or plugin writers, but you don't want (nor should you) any say in the implementation. Think of the Listener interfaces in Java, for instance. Without those, there would be no possibility of an event model, since Java doens't support callbacks.
In general, interfaces are good for cases where you want objects that have particular functionality, but the way that functionality is implemented can vary widely, and might not be the only thing a class does.
The reason you want an interface is to be able to treat them all alike when commanding them.
Whoever calls walking() (which is a rather odd name btw, it should probably be walk()) is just interested in telling your animal to do just that. The actual implementation will vary but that is not something the caller would care about.
Well, sometimes you'd want to be able to do something to "anything capable of running" without necessarily knowing at design time whether you're talking about a human or a cat or whatever. For instance, imagine a function mammal raceWinner(mammal m1, mammal m2){...}
to calculate which mammal would win in a race. To determine who wins, perhaps the function needs to call m1.running() and m2.running(). Of course, the mammals we pass in will really be cats or humans or whatever, and this class supplies the actual implementation of running(). But all raceWinner needs to know is that they have a running() method with the expected signature.
If we only defined running() on cat and human, we couldn't call m1.running() (because the compiler is not guaranteed that m1 has a running() method, as it only knows it's a m1 implements mammal). So instead we'd have to implement a raceWinner(human m1, cat m2) and likewise for two humans, two cats, or any other pair of mammals we had in mind, leading to a lot more work on our part.
An interface provides a contract. It doesn't provide an implementation. It's good practice to interface out your classes.
Of course, walking(), eating() will have different implementation in different animals. But they all walk, run, etc. That is all the interface is saying.
You could model this using inheritance, which would allow you to give default implementations for some or all of the methods. However, interfaces are really useful for declaring a set of features that apply to many unrelated types.
To continue your example, you could imagine a type Alien, which would probably have the same methods, but would not fit in your inheritance hierarchy.
The purpose of interfaces is to tell you what a class does, not how it does it.
This is especially important for accepting things that work differently -- each printer we attach to the PC works differently, so does each scanner, so does each external drive. If all programs needed to care about how each of them worked, you would need to recompile, say, Microsoft Office, for every model of printer that comes out.
One way to develop interfaces is to define an interface and a relative class which implements te interface a common reasonable way. Having both interface and class, you could use the interface in the case the class alreay derives from another class, otherwise a class could derived derivctly to the interface implementation.
It's not always possible, but it solves many problem.
Having a common interface is used to use different object using only the interface (collecting them to a generic list, for example).
There isn't much difference between an entirely abstract class and an interface if you only have one base type. Interfaces can't have any implementation code, but abstract classes can. In this case, abstract classes can be more flexible.
Where interfaces are really useful is that you can assign multiple interfaces to a single implementation, but you can only assign one base class.
for instance, you could have:
class Cat : IMammal, IFourLeggedAnimal
{
}
class Human: IMammal, ITwoLeggedAnimal
{
}
Now you can treat both of them as Mammals, with a "walk()" method, or you can treat them as Four or two legged animals (not necessarily mammals).
What is really useful with an interface like mammal is that you can treat an array of objects (Humans and Cats) as of being of the same type when you want them to walk, eat or run.
For instance if you ware creating a game where you have a number (objects would be created dynamically, but just for example lets say 10 cats and 1 human) of mammals on the screen (saved in a collection), and just wanted them to walk on every turn, you could simply do:
foreach(mammals m in MamalsArrayList){
{
m.walking();
}
note: I suggest you follow naming conventions and name your interfaces with "I" in front of them, so your example should be named IMammals.
without having to know weather any particular m is either a cat or a human.
Interfaces are hard to show on any particular snippet - but when you really need one you can see how useful they can be.
Of course they have other uses to (that are mentioned in other answers), I just focused on your example.
There are two issues here that are often confused. Inherited behaviour allows different 'commands' to be responded to in the same way e.g Man.walk() === Woman.walk(). Polymorphic behaviour allows the same 'command' to be responded to in different ways e.g. Animal.move() for one object may be different for Animal.move() for another, the bird will choose to fly while the slug will slide.
Now, I would argue the second of these is good while the first is not. Why? Because in OOP we should be encapsulating functionality into objects, which in turn promotes code reuse and all the other nicenesses of OOP. So rather than inheriting behaviour we should delegate it out to a shared object. If you know patterns then this is what State and Strategy are doing.
The problem lies in the fact that normally when you inherit , you get both of these behaviours mixed together. I suggest that this is more trouble than its worth and we should only be using interfaces, though sometimes we do have to make do with whatever the framework provides.
In your specific example Mammal is probably a bad interface name because it doesn't really tell me what it does and it has the potential to blowout to thousands of methods. It's better to divide interfaces into very specific cases. If you were modelling animals you might have a Moveable interface with one method, move(), to which each animal could respond by walking, running, flying, or crawling as appropriate.

Abstract classes vs interfaces to represent a family

Abstract classes are described as being useful for a family of objects (e.g. could be used for animals which are mammals). However, what difference is there between using an interface or abstract class for representing a family of related objects?
My process is to use an abstract class when I want to define common functionality but with the option for future extensions and an interface for custom functionality (implementations).
For example, I wrote an abstract class to encapsulate some database functionality which will be used heavily in a small web app at work. I wrote an abstract class with virtual methods which can be overrided with custom functionality in the future (e.g. logging, or some reporting of the database events which may be required).
Is this the right way to go? Is there any significance in choosing one construct (abstract or interface) to represent a family?
An abstract class should be used when there is common state and behavior between all types. An interface should be used when all types will have a common interface but will not share state or behavior.
Here is an example.
German Shepherd, Golden Retriever, Beagle
These three objects are all dogs, and as such they share certain common state (carnivorous, 4 legs, etc.) and they also share certain overridable behavior (bark, pant, etc.). In this instance it would make the most sense to create an abstract Dog class to hold this common state and behavior and create subtypes of Dog for each type of dog.
Pencil, Pen, Chalk
These objects have no common state and they cannot share behavior. Yet you may notice that they do have something in common - they are cabaple of writing. These objects are best build separately and without a base class and then tied together with a Writable interface that exposes each type's Write method.
I would suggest using interfaces so that you can implement new functionality in your database utility at some future point.
As always, the primary design principle when it comes to development is
Design towards an interface, not an implementation
With abstract classes, you can provide implementation that is needed and shared by all the classes in your hierarchy. Therefore, you're reusing code. You may allow the derived classes to override the default behavior or not but at least you're providing a baseline functionality like breathing for a new born animal. However, with interfaces, you can't provide any implementation. You simply define a contract that all classes that inherits that interface should honor and provide implementation for. This may lead to repetitive and duplicate code among the hierarchy of classes.
Interfaces are not very good for extensibility and you need to worry about versioning. You decide to make change to an existing interface but you will soon realize that there are a lot of classes in existence you may need to modify. Think about adding Breath method to IMammal interface that's already being used by many mammals. You will need to go and provide Breath implementation for each one. With an abstract class, you can simply add Breath method and provide some baseline implementation without having to worry about existing derived classes. So abstract classes are more flexible in term of the development of your hierarchy and the api.

Interface vs Base class

When should I use an interface and when should I use a base class?
Should it always be an interface if I don't want to actually define a base implementation of the methods?
If I have a Dog and Cat class. Why would I want to implement IPet instead of PetBase? I can understand having interfaces for ISheds or IBarks (IMakesNoise?), because those can be placed on a pet by pet basis, but I don't understand which to use for a generic Pet.
Let's take your example of a Dog and a Cat class, and let's illustrate using C#:
Both a dog and a cat are animals, specifically, quadruped mammals (animals are waaay too general). Let us assume that you have an abstract class Mammal, for both of them:
public abstract class Mammal
This base class will probably have default methods such as:
Feed
Mate
All of which are behavior that have more or less the same implementation between either species. To define this you will have:
public class Dog : Mammal
public class Cat : Mammal
Now let's suppose there are other mammals, which we will usually see in a zoo:
public class Giraffe : Mammal
public class Rhinoceros : Mammal
public class Hippopotamus : Mammal
This will still be valid because at the core of the functionality Feed() and Mate() will still be the same.
However, giraffes, rhinoceros, and hippos are not exactly animals that you can make pets out of. That's where an interface will be useful:
public interface IPettable
{
IList<Trick> Tricks{get; set;}
void Bathe();
void Train(Trick t);
}
The implementation for the above contract will not be the same between a cat and dog; putting their implementations in an abstract class to inherit will be a bad idea.
Your Dog and Cat definitions should now look like:
public class Dog : Mammal, IPettable
public class Cat : Mammal, IPettable
Theoretically you can override them from a higher base class, but essentially an interface allows you to add on only the things you need into a class without the need for inheritance.
Consequently, because you can usually only inherit from one abstract class (in most statically typed OO languages that is... exceptions include C++) but be able to implement multiple interfaces, it allows you to construct objects in a strictly as required basis.
Well, Josh Bloch said himself in Effective Java 2d:
Prefer interfaces over abstract classes
Some main points:
Existing classes can be easily retrofitted to implement a new
interface. All you have to do is add
the required methods if they don’t yet
exist and add an implements clause to
the class declaration.
Interfaces are ideal for defining mixins. Loosely speaking, a
mixin is a type that a class can
implement in addition to its “primary
type” to declare that it provides
some optional behavior. For example,
Comparable is a mixin interface that
allows a class to declare that its
instances are ordered with respect to
other mutually comparable objects.
Interfaces allow the construction of nonhierarchical type
frameworks. Type hierarchies are
great for organizing some things, but
other things don’t fall neatly into a
rigid hierarchy.
Interfaces enable safe, powerful functionality enhancements via the
wrap- per class idiom. If you use
abstract classes to define types, you
leave the programmer who wants to add
functionality with no alternative but
to use inheritance.
Moreover, you can combine the virtues
of interfaces and abstract classes by
providing an abstract skeletal
implementation class to go with each
nontrivial interface that you export.
On the other hand, interfaces are very hard to evolve. If you add a method to an interface it'll break all of it's implementations.
PS.: Buy the book. It's a lot more detailed.
Interfaces and base classes represent two different forms of relationships.
Inheritance (base classes) represent an "is-a" relationship. E.g. a dog or a cat "is-a" pet. This relationship always represents the (single) purpose of the class (in conjunction with the "single responsibility principle").
Interfaces, on the other hand, represent additional features of a class. I'd call it an "is" relationship, like in "Foo is disposable", hence the IDisposable interface in C#.
Modern style is to define IPet and PetBase.
The advantage of the interface is that other code can use it without any ties whatsoever to other executable code. Completely "clean." Also interfaces can be mixed.
But base classes are useful for simple implementations and common utilities. So provide an abstract base class as well to save time and code.
Interfaces
Most languages allow you to implement multiple interfaces
Modifying an interface is a breaking change. All implementations need to be recompiled/modified.
All members are public. Implementations have to implement all members.
Interfaces help in Decoupling. You can use mock frameworks to mock out anything behind an interface
Interfaces normally indicate a kind of behavior
Interface implementations are decoupled / isolated from each other
Base classes
Allows you to add some default implementation that you get for free by derivation (From C# 8.0 by interface you can have default implementation)
Except C++, you can only derive from one class. Even if could from multiple classes, it is usually a bad idea.
Changing the base class is relatively easy. Derivations do not need to do anything special
Base classes can declare protected and public functions that can be accessed by derivations
Abstract Base classes can't be mocked easily like interfaces
Base classes normally indicate type hierarchy (IS A)
Class derivations may come to depend on some base behavior (have intricate knowledge of parent implementation). Things can be messy if you make a change to the base implementation for one guy and break the others.
In general, you should favor interfaces over abstract classes. One reason to use an abstract class is if you have common implementation among concrete classes. Of course, you should still declare an interface (IPet) and have an abstract class (PetBase) implement that interface.Using small, distinct interfaces, you can use multiples to further improve flexibility. Interfaces allow the maximum amount of flexibility and portability of types across boundaries. When passing references across boundaries, always pass the interface and not the concrete type. This allows the receiving end to determine concrete implementation and provides maximum flexibility. This is absolutely true when programming in a TDD/BDD fashion.
The Gang of Four stated in their book "Because inheritance exposes a subclass to details of its parent's implementation, it's often said that 'inheritance breaks encapsulation". I believe this to be true.
This is pretty .NET specific, but the Framework Design Guidelines book argues that in general classes give more flexibility in an evolving framework. Once an interface is shipped, you don't get the chance to change it without breaking code that used that interface. With a class however, you can modify it and not break code that links to it. As long you make the right modifications, which includes adding new functionality, you will be able to extend and evolve your code.
Krzysztof Cwalina says on page 81:
Over the course of the three versions of the .NET Framework, I have talked about this guideline with quite a few developers on our team. Many of them, including those who initially disagreed with the guidelines, have said that they regret having shipped some API as an interface. I have not heard of even one case in which somebody regretted that they shipped a class.
That being said there certainly is a place for interfaces. As a general guideline always provide an abstract base class implementation of an interface if for nothing else as an example of a way to implement the interface. In the best case that base class will save a lot of work.
Juan,
I like to think of interfaces as a way to characterize a class. A particular dog breed class, say a YorkshireTerrier, may be a descended of the parent dog class, but it is also implements IFurry, IStubby, and IYippieDog. So the class defines what the class is but the interface tells us things about it.
The advantage of this is it allows me to, for example, gather all the IYippieDog's and throw them into my Ocean collection. So now I can reach across a particular set of objects and find ones that meet the criteria I am looking at without inspecting the class too closely.
I find that interfaces really should define a sub-set of the public behavior of a class. If it defines all the public behavior for all the classes that implement then it usually does not need to exist. They do not tell me anything useful.
This thought though goes counter to the idea that every class should have an interface and you should code to the interface. That's fine, but you end up with a lot of one to one interfaces to classes and it makes things confusing. I understand that the idea is it does not really cost anything to do and now you can swap things in and out with ease. However, I find that I rarely do that. Most of the time I am just modifying the existing class in place and have the exact same issues I always did if the public interface of that class needs changing, except I now have to change it in two places.
So if you think like me you would definitely say that Cat and Dog are IPettable. It is a characterization that matches them both.
The other piece of this though is should they have the same base class? The question is do they need to be broadly treated as the same thing. Certainly they are both Animals, but does that fit how we are going to use them together.
Say I want to gather all Animal classes and put them in my Ark container.
Or do they need to be Mammals? Perhaps we need some kind of cross animal milking factory?
Do they even need to be linked together at all? Is it enough to just know they are both IPettable?
I often feel the desire to derive a whole class hierarchy when I really just need one class. I do it in anticipation someday I might need it and usually I never do. Even when I do, I usually find I have to do a lot to fix it. That’s because the first class I am creating is not the Dog, I am not that lucky, it is instead the Platypus. Now my entire class hierarchy is based on the bizarre case and I have a lot of wasted code.
You might also find at some point that not all Cats are IPettable (like that hairless one). Now you can move that Interface to all the derivative classes that fit. You will find that a much less breaking change that all of a sudden Cats are no longer derived from PettableBase.
Here is the basic and simple definiton of interface and base class:
Base class = object inheritance.
Interface = functional inheritance.
cheers
It is explained well in this Java World article.
Personally, I tend to use interfaces to define interfaces - i.e. parts of the system design that specify how something should be accessed.
It's not uncommon that I will have a class implementing one or more interfaces.
Abstract classes I use as a basis for something else.
The following is an extract from the above mentioned article JavaWorld.com article, author Tony Sintes, 04/20/01
Interface vs. abstract class
Choosing interfaces and abstract classes is not an either/or proposition. If you need to change your design, make it an interface. However, you may have abstract classes that provide some default behavior. Abstract classes are excellent candidates inside of application frameworks.
Abstract classes let you define some behaviors; they force your subclasses to provide others. For example, if you have an application framework, an abstract class may provide default services such as event and message handling. Those services allow your application to plug in to your application framework. However, there is some application-specific functionality that only your application can perform. Such functionality might include startup and shutdown tasks, which are often application-dependent. So instead of trying to define that behavior itself, the abstract base class can declare abstract shutdown and startup methods. The base class knows that it needs those methods, but an abstract class lets your class admit that it doesn't know how to perform those actions; it only knows that it must initiate the actions. When it is time to start up, the abstract class can call the startup method. When the base class calls this method, Java calls the method defined by the child class.
Many developers forget that a class that defines an abstract method can call that method as well. Abstract classes are an excellent way to create planned inheritance hierarchies. They're also a good choice for nonleaf classes in class hierarchies.
Class vs. interface
Some say you should define all classes in terms of interfaces, but I think recommendation seems a bit extreme. I use interfaces when I see that something in my design will change frequently.
For example, the Strategy pattern lets you swap new algorithms and processes into your program without altering the objects that use them. A media player might know how to play CDs, MP3s, and wav files. Of course, you don't want to hardcode those playback algorithms into the player; that will make it difficult to add a new format like AVI. Furthermore, your code will be littered with useless case statements. And to add insult to injury, you will need to update those case statements each time you add a new algorithm. All in all, this is not a very object-oriented way to program.
With the Strategy pattern, you can simply encapsulate the algorithm behind an object. If you do that, you can provide new media plug-ins at any time. Let's call the plug-in class MediaStrategy. That object would have one method: playStream(Stream s). So to add a new algorithm, we simply extend our algorithm class. Now, when the program encounters the new media type, it simply delegates the playing of the stream to our media strategy. Of course, you'll need some plumbing to properly instantiate the algorithm strategies you will need.
This is an excellent place to use an interface. We've used the Strategy pattern, which clearly indicates a place in the design that will change. Thus, you should define the strategy as an interface. You should generally favor interfaces over inheritance when you want an object to have a certain type; in this case, MediaStrategy. Relying on inheritance for type identity is dangerous; it locks you into a particular inheritance hierarchy. Java doesn't allow multiple inheritance, so you can't extend something that gives you a useful implementation or more type identity.
I recommend using composition instead of inheritence whenever possible. Use interfaces but use member objects for base implementation. That way, you can define a factory that constructs your objects to behave in a certain way. If you want to change the behavior then you make a new factory method (or abstract factory) that creates different types of sub-objects.
In some cases, you may find that your primary objects don't need interfaces at all, if all of the mutable behavior is defined in helper objects.
So instead of IPet or PetBase, you might end up with a Pet which has an IFurBehavior parameter. The IFurBehavior parameter is set by the CreateDog() method of the PetFactory. It is this parameter which is called for the shed() method.
If you do this you'll find your code is much more flexible and most of your simple objects deal with very basic system-wide behaviors.
I recommend this pattern even in multiple-inheritence languages.
Also keep in mind not to get swept away in OO (see blog) and always model objects based on behavior required, if you were designing an app where the only behavior you required was a generic name and species for an animal then you would only need one class Animal with a property for the name, instead of millions of classes for every possible animal in the world.
I have a rough rule-of-thumb
Functionality: likely to be different in all parts: Interface.
Data, and functionality, parts will be mostly the same, parts different: abstract class.
Data, and functionality, actually working, if extended only with slight changes: ordinary (concrete) class
Data and functionality, no changes planned: ordinary (concrete) class with final modifier.
Data, and maybe functionality: read-only: enum members.
This is very rough and ready and not at all strictly defined, but there is a spectrum from interfaces where everything is intended to be changed to enums where everything is fixed a bit like a read-only file.
Source: http://jasonroell.com/2014/12/09/interfaces-vs-abstract-classes-what-should-you-use/
C# is a wonderful language that has matured and evolved over the last 14 years. This is great for us developers because a mature language provides us with a plethora of language features that are at our disposal.
However, with much power becomes much responsibility. Some of these features can be misused, or sometimes it is hard to understand why you would choose to use one feature over another. Over the years, a feature that I have seen many developers struggle with is when to choose to use an interface or to choose to use an abstract class. Both have there advantages and disadvantages and the correct time and place to use each. But how to we decide???
Both provide for reuse of common functionality between types. The most obvious difference right away is that interfaces provide no implementation for their functionality whereas abstract classes allow you to implement some “base” or “default” behavior and then have the ability to “override” this default behavior with the classes derived types if necessary.
This is all well and good and provides for great reuse of code and adheres to the DRY (Don’t Repeat Yourself) principle of software development. Abstract classes are great to use when you have an “is a” relationship.
For example: A golden retriever “is a” type of dog. So is a poodle. They both can bark, as all dogs can. However, you might want to state that the poodle park is significantly different than the “default” dog bark. Therefor, it could make sense for you to implement something as follows:
public abstract class Dog
{
public virtual void Bark()
{
Console.WriteLine("Base Class implementation of Bark");
}
}
public class GoldenRetriever : Dog
{
// the Bark method is inherited from the Dog class
}
public class Poodle : Dog
{
// here we are overriding the base functionality of Bark with our new implementation
// specific to the Poodle class
public override void Bark()
{
Console.WriteLine("Poodle's implementation of Bark");
}
}
// Add a list of dogs to a collection and call the bark method.
void Main()
{
var poodle = new Poodle();
var goldenRetriever = new GoldenRetriever();
var dogs = new List<Dog>();
dogs.Add(poodle);
dogs.Add(goldenRetriever);
foreach (var dog in dogs)
{
dog.Bark();
}
}
// Output will be:
// Poodle's implementation of Bark
// Base Class implementation of Bark
//
As you can see, this would be a great way to keep your code DRY and allow for the base class implementation be called when any of the types can just rely on the default Bark instead of a special case implementation. The classes like GoldenRetriever, Boxer, Lab could all could inherit the “default” (bass class) Bark at no charge just because they implement the Dog abstract class.
But I’m sure you already knew that.
You are here because you want to understand why you might want to choose an interface over an abstract class or vice versa. Well one reason you may want to choose an interface over an abstract class is when you don’t have or want to prevent a default implementation. This is usually because the types that are implementing the interface not related in an “is a” relationship. Actually, they don’t have to be related at all except for the fact that each type “is able” or has “the ablity” to do something or have something.
Now what the heck does that mean? Well, for example: A human is not a duck…and a duck is not a human. Pretty obvious. However, both a duck and a human have “the ability” to swim (given that the human passed his swimming lessons in 1st grade :) ). Also, since a duck is not a human or vice versa, this is not an “is a” realationship, but instead an “is able” relationship and we can use an interface to illustrate that:
// Create ISwimable interface
public interface ISwimable
{
public void Swim();
}
// Have Human implement ISwimable Interface
public class Human : ISwimable
public void Swim()
{
//Human's implementation of Swim
Console.WriteLine("I'm a human swimming!");
}
// Have Duck implement ISwimable interface
public class Duck: ISwimable
{
public void Swim()
{
// Duck's implementation of Swim
Console.WriteLine("Quack! Quack! I'm a Duck swimming!")
}
}
//Now they can both be used in places where you just need an object that has the ability "to swim"
public void ShowHowYouSwim(ISwimable somethingThatCanSwim)
{
somethingThatCanSwim.Swim();
}
public void Main()
{
var human = new Human();
var duck = new Duck();
var listOfThingsThatCanSwim = new List<ISwimable>();
listOfThingsThatCanSwim.Add(duck);
listOfThingsThatCanSwim.Add(human);
foreach (var something in listOfThingsThatCanSwim)
{
ShowHowYouSwim(something);
}
}
// So at runtime the correct implementation of something.Swim() will be called
// Output:
// Quack! Quack! I'm a Duck swimming!
// I'm a human swimming!
Using interfaces like the code above will allow you to pass an object into a method that “is able” to do something. The code doesn’t care how it does it…All it knows is that it can call the Swim method on that object and that object will know which behavior take at run-time based on its type.
Once again, this helps your code stay DRY so that you would not have to write multiple methods that are calling the object to preform the same core function (ShowHowHumanSwims(human), ShowHowDuckSwims(duck), etc.)
Using an interface here allows the calling methods to not have to worry about what type is which or how the behavior is implemented. It just knows that given the interface, each object will have to have implemented the Swim method so it is safe to call it in its own code and allow the behavior of the Swim method be handled within its own class.
Summary:
So my main rule of thumb is use an abstract class when you want to implement a “default” functionality for a class hierarchy or/and the classes or types you are working with share a “is a” relationship (ex. poodle “is a” type of dog).
On the other hand use an interface when you do not have an “is a” relationship but have types that share “the ability” to do something or have something (ex. Duck “is not” a human. However, duck and human share “the ability” to swim).
Another difference to note between abstract classes and interfaces is that a class can implement one to many interfaces but a class can only inherit from ONE abstract class (or any class for that matter). Yes, you can nest classes and have an inheritance hierarchy (which many programs do and should have) but you cannot inherit two classes in one derived class definition (this rule applies to C#. In some other languages you are able to do this, usually only because of the lack of interfaces in these languages).
Also remember when using interfaces to adhere to the Interface Segregation Principle (ISP). ISP states that no client should be forced to depend on methods it does not use. For this reason interfaces should be focused on specific tasks and are usually very small (ex. IDisposable, IComparable ).
Another tip is if you are developing small, concise bits of functionality, use interfaces. If you are designing large functional units, use an abstract class.
Hope this clears things up for some people!
Also if you can think of any better examples or want to point something out, please do so in the comments below!
Interfaces should be small. Really small. If you're really breaking down your objects, then your interfaces will probably only contain a few very specific methods and properties.
Abstract classes are shortcuts. Are there things that all derivatives of PetBase share that you can code once and be done with? If yes, then it's time for an abstract class.
Abstract classes are also limiting. While they give you a great shortcut to producing child objects, any given object can only implement one abstract class. Many times, I find this a limitation of Abstract classes, and this is why I use lots of interfaces.
Abstract classes may contain several interfaces. Your PetBase abstract class may implement IPet (pets have owners) and IDigestion (pets eat, or at least they should). However, PetBase will probably not implement IMammal, since not all pets are mammals and not all mammals are pets. You may add a MammalPetBase that extends PetBase and add IMammal. FishBase could have PetBase and add IFish. IFish would have ISwim and IUnderwaterBreather as interfaces.
Yes, my example is extensively over-complicated for the simple example, but that's part of the great thing about how interfaces and abstract classes work together.
The case for Base Classes over Interfaces was explained well in the Submain .NET Coding Guidelines:
Base Classes vs. Interfaces
An interface type is a partial
description of a value, potentially
supported by many object types. Use
base classes instead of interfaces
whenever possible. From a versioning
perspective, classes are more flexible
than interfaces. With a class, you can
ship Version 1.0 and then in Version
2.0 add a new method to the class. As long as the method is not abstract,
any existing derived classes continue
to function unchanged.
Because interfaces do not support
implementation inheritance, the
pattern that applies to classes does
not apply to interfaces. Adding a
method to an interface is equivalent
to adding an abstract method to a base
class; any class that implements the
interface will break because the class
does not implement the new method.
Interfaces are appropriate in the
following situations:
Several unrelated classes want to support the protocol.
These classes already have established base classes (for
example,
some are user interface (UI) controls,
and some are XML Web services).
Aggregation is not appropriate or practicable. In all other
situations,
class inheritance is a better model.
One important difference is that you can only inherit one base class, but you can implement many interfaces. So you only want to use a base class if you are absolutely certain that you won't need to also inherit a different base class. Additionally, if you find your interface is getting large then you should start looking to break it up into a few logical pieces that define independent functionality, since there's no rule that your class can't implement them all (or that you can define a different interface that just inherits them all to group them).
When I first started learning about object-oriented programming, I made the easy and probably common mistake of using inheritance to share common behavior - even where that behavior was not essential to the nature of the object.
To further build on an example much used in this particular question, there are lots of things that are petable - girlfriends, cars, fuzzy blankets... - so I might have had a Petable class that provided this common behavior, and various classes inheriting from it.
However, being petable is not part of the nature of any of these objects. There are vastly more important concepts that are essential to their nature - the girlfriend is a person, the car is a land vehicle, the cat is a mammal...
Behaviors should be assigned first to interfaces (including the default interface of the class), and promoted to a base class only if they are (a) common to a large group of classes that are subsets of a larger class - in the same sense that "cat" and "person" are subsets of "mammal".
The catch is, after you understand object-oriented design sufficiently better than I did at first, you'll normally do this automatically without even thinking about it. So the bare truth of the statement "code to an interface, not an abstract class" becomes so obvious you have a hard time believing anyone would bother to say it - and start trying to read other meanings into it.
Another thing I'd add is that if a class is purely abstract - with no non-abstract, non-inherited members or methods exposed to child, parent, or client - then why is it a class? It could be replaced, in some cases by an interface and in other cases by Null.
Prefer interfaces over abstract classes
Rationale,
the main points to consider [two already mentioned here] are :
Interfaces are more flexible, because a class can implement multiple
interfaces. Since Java does not have multiple inheritance, using
abstract classes prevents your users from using any other class
hierarchy. In general, prefer interfaces when there are no default
implementations or state. Java collections offer good examples of
this (Map, Set, etc.).
Abstract classes have the advantage of allowing better forward
compatibility. Once clients use an interface, you cannot change it;
if they use an abstract class, you can still add behavior without
breaking existing code. If compatibility is a concern, consider using
abstract classes.
Even if you do have default implementations or internal state,
consider offering an interface and an abstract implementation of it.
This will assist clients, but still allow them greater freedom if
desired [1].
Of course, the subject has been discussed at length
elsewhere [2,3].
[1] It adds more code, of course, but if brevity is your primary concern, you probably should have avoided Java in the first place!
[2] Joshua Bloch, Effective Java, items 16-18.
[3] http://www.codeproject.com/KB/ar...
Previous comments about using abstract classes for common implementation is definitely on the mark. One benefit I haven't seen mentioned yet is that the use of interfaces makes it much easier to implement mock objects for the purpose of unit testing. Defining IPet and PetBase as Jason Cohen described enables you to mock different data conditions easily, without the overhead of a physical database (until you decide it's time to test the real thing).
Don't use a base class unless you know what it means, and that it applies in this case. If it applies, use it, otherwise, use interfaces. But note the answer about small interfaces.
Public Inheritance is overused in OOD and expresses a lot more than most developers realize or are willing to live up to. See the Liskov Substitutablity Principle
In short, if A "is a" B then A requires no more than B and delivers no less than B, for every method it exposes.
Another option to keep in mind is using the "has-a" relationship, aka "is implemented in terms of" or "composition." Sometimes this is a cleaner, more flexible way to structure things than using "is-a" inheritance.
It may not make as much sense logically to say that Dog and Cat both "have" a Pet, but it avoids common multiple inheritance pitfalls:
public class Pet
{
void Bathe();
void Train(Trick t);
}
public class Dog
{
private Pet pet;
public void Bathe() { pet.Bathe(); }
public void Train(Trick t) { pet.Train(t); }
}
public class Cat
{
private Pet pet;
public void Bathe() { pet.Bathe(); }
public void Train(Trick t) { pet.Train(t); }
}
Yes, this example shows that there is a lot of code duplication and lack of elegance involved in doing things this way. But one should also appreciate that this helps to keep Dog and Cat decoupled from the Pet class (in that Dog and Cat do not have access to the private members of Pet), and it leaves room for Dog and Cat to inherit from something else--possibly the Mammal class.
Composition is preferable when no private access is required and you don't need to refer to Dog and Cat using generic Pet references/pointers. Interfaces give you that generic reference capability and can help cut down on the verbosity of your code, but they can also obfuscate things when they are poorly organized. Inheritance is useful when you need private member access, and in using it you are committing yourself to highly coupling your Dog and Cat classes to your Pet class, which is a steep cost to pay.
Between inheritance, composition, and interfaces there is no one way that is always right, and it helps to consider how all three options can be used in harmony. Of the three, inheritance is typically the option that should be used the least often.
Conceptually, an interface is used to formally and semi-formally define a set of methods that an object will provide. Formally means a set of method names and signatures, and semi-formally means human readable documentation associated with those methods.
Interfaces are only descriptions of an API (after all, API stands for application programming interface), they can't contain any implementation, and it's not possible to use or run an interface. They only make explicit the contract of how you should interact with an object.
Classes provide an implementation, and they can declare that they implement zero, one or more Interfaces. If a class is intended to be inherited, the convention is to prefix the class name with "Base".
There is a distinction between a base class and an abstract base classes (ABC). ABCs mix interface and implementation together. Abstract outside of computer programming means "summary", that is "abstract == interface". An abstract base class can then describe both an interface, as well as an empty, partial or complete implementation that is intended to be inherited.
Opinions on when to use interfaces versus abstract base classes versus just classes is going to vary wildly based on both what you are developing, and which language you are developing in. Interfaces are often associated only with statically typed languages such as Java or C#, but dynamically typed languages can also have interfaces and abstract base classes. In Python for example, the distinction is made clear between a Class, which declares that it implements an interface, and an object, which is an instance of a class, and is said to provide that interface. It's possible in a dynamic language that two objects that are both instances of the same class, can declare that they provide completely different interfaces. In Python this is only possible for object attributes, while methods are shared state between all objects of a class. However, in Ruby, objects can have per-instance methods, so it's possible that the interface between two objects of the same class can vary as much as the programmer desires (however, Ruby doesn't have any explicit way of declaring Interfaces).
In dynamic languages the interface to an object is often implicitly assumed, either by introspecting an object and asking it what methods it provides (look before you leap) or preferably by simply attempting to use the desired interface on an object and catching exceptions if the object doesn't provide that interface (easier to ask forgiveness than permission). This can lead to "false positives" where two interfaces have the same method name, but are semantically different. However, the trade-off is that your code is more flexible since you don't need to over specify up-front to anticipate all possible uses of your code.
It depends on your requirements. If IPet is simple enough, I would prefer to implement that. Otherwise, if PetBase implements a ton of functionality you don't want to duplicate, then have at it.
The downside to implementing a base class is the requirement to override (or new) existing methods. This makes them virtual methods which means you have to be careful about how you use the object instance.
Lastly, the single inheritance of .NET kills me. A naive example: Say you're making a user control, so you inherit UserControl. But, now you're locked out of also inheriting PetBase. This forces you to reorganize, such as to make a PetBase class member, instead.
I usually don't implement either until I need one. I favor interfaces over abstract classes because that gives a little more flexibility. If there's common behavior in some of the inheriting classes I move that up and make an abstract base class. I don't see the need for both, since they essentially server the same purpose, and having both is a bad code smell (imho) that the solution has been over-engineered.
Regarding C#, in some senses interfaces and abstract classes can be interchangeable. However, the differences are: i) interfaces cannot implement code; ii) because of this, interfaces cannot call further up the stack to subclass; and iii) only can abstract class may be inherited on a class, whereas multiple interfaces may be implemented on a class.
By def, interface provides a layer to communicate with other code. All the public properties and methods of a class are by default implementing implicit interface. We can also define an interface as a role, when ever any class needs to play that role, it has to implement it giving it different forms of implementation depending on the class implementing it. Hence when you talk about interface, you are talking about polymorphism and when you are talking about base class, you are talking about inheritance. Two concepts of oops !!!
I've found that a pattern of Interface > Abstract > Concrete works in the following use-case:
1. You have a general interface (eg IPet)
2. You have a implementation that is less general (eg Mammal)
3. You have many concrete members (eg Cat, Dog, Ape)
The abstract class defines default shared attributes of the concrete classes, yet enforces the interface. For example:
public interface IPet{
public boolean hasHair();
public boolean walksUprights();
public boolean hasNipples();
}
Now, since all mammals have hair and nipples (AFAIK, I'm not a zoologist), we can roll this into the abstract base class
public abstract class Mammal() implements IPet{
#override
public walksUpright(){
throw new NotSupportedException("Walks Upright not implemented");
}
#override
public hasNipples(){return true}
#override
public hasHair(){return true}
And then the concrete classes merely define that they walk upright.
public class Ape extends Mammal(){
#override
public walksUpright(return true)
}
public class Catextends Mammal(){
#override
public walksUpright(return false)
}
This design is nice when there are lots of concrete classes, and you don't want to maintain boilerplate just to program to an interface. If new methods were added to the interface, it would break all of the resulting classes, so you are still getting the advantages of the interface approach.
In this case, the abstract could just as well be concrete; however, the abstract designation helps to emphasize that this pattern is being employed.
An inheritor of a base class should have an "is a" relationship. Interface represents An "implements a" relationship.
So only use a base class when your inheritors will maintain the is a relationship.
Use Interfaces to enforce a contract ACROSS families of unrelated classes. For example, you might have common access methods for classes that represent collections, but contain radically different data i.e. one class might represent a result set from a query, while the other might represent the images in a gallery. Also, you can implement multiple interfaces, thus allowing you to blend (and signify) the capabilities of the class.
Use Inheritance when the classes bear a common relationship and therefore have a similair structural and behavioural signature, i.e. Car, Motorbike, Truck and SUV are all types of road vehicle that might contain a number of wheels, a top speed