- •Contents at a Glance
- •Table of Contents
- •Acknowledgments
- •Introduction
- •Who This Book Is For
- •Finding Your Best Starting Point in This Book
- •System Requirements
- •Conventions and Features in This Book
- •Conventions
- •Other Features
- •Code Samples
- •Installing the Code Samples
- •Using the Code Samples
- •Support for This Book
- •Questions and Comments
- •Beginning Programming with the Visual Studio 2008 Environment
- •Writing Your First Program
- •Using Namespaces
- •Creating a Graphical Application
- •Chapter 1 Quick Reference
- •Understanding Statements
- •Identifying Keywords
- •Using Variables
- •Naming Variables
- •Declaring Variables
- •Working with Primitive Data Types
- •Displaying Primitive Data Type Values
- •Using Arithmetic Operators
- •Operators and Types
- •Examining Arithmetic Operators
- •Controlling Precedence
- •Using Associativity to Evaluate Expressions
- •Associativity and the Assignment Operator
- •Incrementing and Decrementing Variables
- •Declaring Implicitly Typed Local Variables
- •Chapter 2 Quick Reference
- •Declaring Methods
- •Specifying the Method Declaration Syntax
- •Writing return Statements
- •Calling Methods
- •Specifying the Method Call Syntax
- •Applying Scope
- •Overloading Methods
- •Writing Methods
- •Chapter 3 Quick Reference
- •Declaring Boolean Variables
- •Using Boolean Operators
- •Understanding Equality and Relational Operators
- •Understanding Conditional Logical Operators
- •Summarizing Operator Precedence and Associativity
- •Using if Statements to Make Decisions
- •Understanding if Statement Syntax
- •Using Blocks to Group Statements
- •Cascading if Statements
- •Using switch Statements
- •Understanding switch Statement Syntax
- •Following the switch Statement Rules
- •Chapter 4 Quick Reference
- •Using Compound Assignment Operators
- •Writing while Statements
- •Writing for Statements
- •Understanding for Statement Scope
- •Writing do Statements
- •Chapter 5 Quick Reference
- •Coping with Errors
- •Trying Code and Catching Exceptions
- •Handling an Exception
- •Using Multiple catch Handlers
- •Catching Multiple Exceptions
- •Using Checked and Unchecked Integer Arithmetic
- •Writing Checked Statements
- •Writing Checked Expressions
- •Throwing Exceptions
- •Chapter 6 Quick Reference
- •The Purpose of Encapsulation
- •Controlling Accessibility
- •Working with Constructors
- •Overloading Constructors
- •Understanding static Methods and Data
- •Creating a Shared Field
- •Creating a static Field by Using the const Keyword
- •Chapter 7 Quick Reference
- •Copying Value Type Variables and Classes
- •Understanding Null Values and Nullable Types
- •Using Nullable Types
- •Understanding the Properties of Nullable Types
- •Using ref and out Parameters
- •Creating ref Parameters
- •Creating out Parameters
- •How Computer Memory Is Organized
- •Using the Stack and the Heap
- •The System.Object Class
- •Boxing
- •Unboxing
- •Casting Data Safely
- •The is Operator
- •The as Operator
- •Chapter 8 Quick Reference
- •Declaring an Enumeration
- •Using an Enumeration
- •Choosing Enumeration Literal Values
- •Choosing an Enumeration’s Underlying Type
- •Working with Enumerations
- •Working with Structures
- •Declaring a Structure
- •Understanding Structure and Class Differences
- •Declaring Structure Variables
- •Understanding Structure Initialization
- •Copying Structure Variables
- •Chapter 9 Quick Reference
- •What Is an Array?
- •Declaring Array Variables
- •Creating an Array Instance
- •Initializing Array Variables
- •Creating an Implicitly Typed Array
- •Accessing an Individual Array Element
- •Iterating Through an Array
- •Copying Arrays
- •What Are Collection Classes?
- •The ArrayList Collection Class
- •The Queue Collection Class
- •The Stack Collection Class
- •The Hashtable Collection Class
- •The SortedList Collection Class
- •Using Collection Initializers
- •Comparing Arrays and Collections
- •Using Collection Classes to Play Cards
- •Chapter 10 Quick Reference
- •Using Array Arguments
- •Declaring a params Array
- •Using params object[ ]
- •Using a params Array
- •Chapter 11 Quick Reference
- •What Is Inheritance?
- •Using Inheritance
- •Base Classes and Derived Classes
- •Calling Base Class Constructors
- •Assigning Classes
- •Declaring new Methods
- •Declaring Virtual Methods
- •Declaring override Methods
- •Understanding protected Access
- •Understanding Extension Methods
- •Chapter 12 Quick Reference
- •Understanding Interfaces
- •Interface Syntax
- •Interface Restrictions
- •Implementing an Interface
- •Referencing a Class Through Its Interface
- •Working with Multiple Interfaces
- •Abstract Classes
- •Abstract Methods
- •Sealed Classes
- •Sealed Methods
- •Implementing an Extensible Framework
- •Summarizing Keyword Combinations
- •Chapter 13 Quick Reference
- •The Life and Times of an Object
- •Writing Destructors
- •Why Use the Garbage Collector?
- •How Does the Garbage Collector Work?
- •Recommendations
- •Resource Management
- •Disposal Methods
- •Exception-Safe Disposal
- •The using Statement
- •Calling the Dispose Method from a Destructor
- •Making Code Exception-Safe
- •Chapter 14 Quick Reference
- •Implementing Encapsulation by Using Methods
- •What Are Properties?
- •Using Properties
- •Read-Only Properties
- •Write-Only Properties
- •Property Accessibility
- •Understanding the Property Restrictions
- •Declaring Interface Properties
- •Using Properties in a Windows Application
- •Generating Automatic Properties
- •Initializing Objects by Using Properties
- •Chapter 15 Quick Reference
- •What Is an Indexer?
- •An Example That Doesn’t Use Indexers
- •The Same Example Using Indexers
- •Understanding Indexer Accessors
- •Comparing Indexers and Arrays
- •Indexers in Interfaces
- •Using Indexers in a Windows Application
- •Chapter 16 Quick Reference
- •Declaring and Using Delegates
- •The Automated Factory Scenario
- •Implementing the Factory Without Using Delegates
- •Implementing the Factory by Using a Delegate
- •Using Delegates
- •Lambda Expressions and Delegates
- •Creating a Method Adapter
- •Using a Lambda Expression as an Adapter
- •The Form of Lambda Expressions
- •Declaring an Event
- •Subscribing to an Event
- •Unsubscribing from an Event
- •Raising an Event
- •Understanding WPF User Interface Events
- •Using Events
- •Chapter 17 Quick Reference
- •The Problem with objects
- •The Generics Solution
- •Generics vs. Generalized Classes
- •Generics and Constraints
- •Creating a Generic Class
- •The Theory of Binary Trees
- •Building a Binary Tree Class by Using Generics
- •Creating a Generic Method
- •Chapter 18 Quick Reference
- •Enumerating the Elements in a Collection
- •Manually Implementing an Enumerator
- •Implementing the IEnumerable Interface
- •Implementing an Enumerator by Using an Iterator
- •A Simple Iterator
- •Chapter 19 Quick Reference
- •What Is Language Integrated Query (LINQ)?
- •Using LINQ in a C# Application
- •Selecting Data
- •Filtering Data
- •Ordering, Grouping, and Aggregating Data
- •Joining Data
- •Using Query Operators
- •Querying Data in Tree<TItem> Objects
- •LINQ and Deferred Evaluation
- •Chapter 20 Quick Reference
- •Understanding Operators
- •Operator Constraints
- •Overloaded Operators
- •Creating Symmetric Operators
- •Understanding Compound Assignment
- •Declaring Increment and Decrement Operators
- •Implementing an Operator
- •Understanding Conversion Operators
- •Providing Built-In Conversions
- •Creating Symmetric Operators, Revisited
- •Adding an Implicit Conversion Operator
- •Chapter 21 Quick Reference
- •Creating a WPF Application
- •Creating a Windows Presentation Foundation Application
- •Adding Controls to the Form
- •Using WPF Controls
- •Changing Properties Dynamically
- •Handling Events in a WPF Form
- •Processing Events in Windows Forms
- •Chapter 22 Quick Reference
- •Menu Guidelines and Style
- •Menus and Menu Events
- •Creating a Menu
- •Handling Menu Events
- •Shortcut Menus
- •Creating Shortcut Menus
- •Windows Common Dialog Boxes
- •Using the SaveFileDialog Class
- •Chapter 23 Quick Reference
- •Validating Data
- •Strategies for Validating User Input
- •An Example—Customer Information Maintenance
- •Performing Validation by Using Data Binding
- •Changing the Point at Which Validation Occurs
- •Chapter 24 Quick Reference
- •Querying a Database by Using ADO.NET
- •The Northwind Database
- •Creating the Database
- •Using ADO.NET to Query Order Information
- •Querying a Database by Using DLINQ
- •Creating and Running a DLINQ Query
- •Deferred and Immediate Fetching
- •Joining Tables and Creating Relationships
- •Deferred and Immediate Fetching Revisited
- •Using DLINQ to Query Order Information
- •Chapter 25 Quick Reference
- •Using Data Binding with DLINQ
- •Using DLINQ to Modify Data
- •Updating Existing Data
- •Adding and Deleting Data
- •Chapter 26 Quick Reference
- •Understanding the Internet as an Infrastructure
- •Understanding Web Server Requests and Responses
- •Managing State
- •Understanding ASP.NET
- •Creating Web Applications with ASP.NET
- •Building an ASP.NET Application
- •Understanding Server Controls
- •Creating and Using a Theme
- •Chapter 27 Quick Reference
- •Comparing Server and Client Validations
- •Validating Data at the Web Server
- •Validating Data in the Web Browser
- •Implementing Client Validation
- •Chapter 28 Quick Reference
- •Managing Security
- •Understanding Forms-Based Security
- •Implementing Forms-Based Security
- •Querying and Displaying Data
- •Understanding the Web Forms GridView Control
- •Displaying Customer and Order History Information
- •Paging Data
- •Editing Data
- •Updating Rows Through a GridView Control
- •Navigating Between Forms
- •Chapter 29 Quick Reference
- •What Is a Web Service?
- •The Role of SOAP
- •What Is the Web Services Description Language?
- •Nonfunctional Requirements of Web Services
- •The Role of Windows Communication Foundation
- •Building a Web Service
- •Creating the ProductsService Web Service
- •Web Services, Clients, and Proxies
- •Talking SOAP: The Easy Way
- •Consuming the ProductsService Web Service
- •Chapter 30 Quick Reference
Chapter 13 Creating Interfaces and Defining Abstract Classes |
241 |
Interface Restrictions
The essential idea to remember is that an interface never contains any implementation. The following restrictions are natural consequences of this:
You’re not allowed to define any fields in an interface, not even static ones. A field is an implementation detail of a class or structure.
You’re not allowed to define any constructors in an interface. A constructor is also considered to be an implementation detail of a class or structure.
You’re not allowed to define a destructor in an interface. A destructor contains the statements used to destroy an object instance. (Destructors are described in Chapter 14, “Using Garbage Collection and Resource Management.”)
You cannot specify an access modifier for any method. All methods in an interface are implicitly public.
You cannot nest any types (such as enumerations, structures, classes, or interfaces) inside an interface.
An interface is not allowed to inherit from a structure or a class, although an interface can inherit from another interface. Structures and classes contain implementation; if an interface were allowed to inherit from either, it would be inheriting some implementation.
Implementing an Interface
To implement an interface, you declare a class or structure that inherits from the interface
and implements all the methods specified by the interface. For example, suppose you are defining the Mammal hierarchy shown in Chapter 12 but you need to specify that land-bound mammals provide a method named NumberOfLegs that returns as an int the number of legs
that a mammal has. (Sea-bound mammals do not implement this interface.) You could define the ILandBound interface that contains this method as follows:
interface ILandBound
{
int NumberOfLegs();
}
You could then implement this interface in the Horse class:
class Horse : ILandBound
{
...
int ILandBound.NumberOfLegs()
{
return 4;
}
}
242 |
Part II Understanding the C# Language |
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When you implement an interface, you must ensure that each method matches its |
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corresponding interface method exactly, according to the following rules: |
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The method names and return types match exactly. |
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Any parameters (including ref and out keyword modifiers) match exactly. |
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The method name is prefaced by the name of the interface. This is known as explicit |
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interface implementation and is a good habit to cultivate. |
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All methods implementing an interface must be publicly accessible. However, if you are |
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using explicit interface implementation, the method should not have an access qualifier. |
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If there is any difference between the interface definition and its declared implementation, |
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the class will not compile. |
The Advantages of Explicit Interface Implementations
Implementing an interface explicitly can seem a little verbose, but it does offer a number of advantages that help you to write clearer, more maintainable, and more predictable code.
You can implement a method without explicitly specifying the interface name, but this can lead to some differences in the way the implementation behaves. Some of these differences can cause confusion. For example, a method defined by using explicit interface implementation cannot be declared as virtual, whereas omitting the interface name allows this behavior.
It’s possible for multiple interfaces to contain methods with the same names, return types, and parameters. If a class implements multiple interfaces with methods that have common signatures, you can use explicit interface implementation to disambiguate the method implementations. Explicit interface implementation identifies which methods in a class belong to which interface. Additionally, the methods for each interface are publicly accessible, but only through the interface itself. We will look at how to do this in the upcoming section “Referencing a Class Through Its Interface.”
In this book, I recommend implementing an interface explicitly wherever possible.
A class can extend another class and implement an interface at the same time. In this case, C# does not denote the base class and the interface by using keywords as, for example, Java does. Instead, C# uses a positional notation. The base class is named first, followed by
Chapter 13 Creating Interfaces and Defining Abstract Classes |
243 |
a comma, followed by the interface. The following example defines Horse as a class that is a Mammal but that additionally implements the ILandBound interface:
interface ILandBound
{
...
}
class Mammal
{
...
}
class Horse : Mammal , ILandBound
{
...
}
Referencing a Class Through Its Interface
In the same way that you can reference an object by using a variable defined as a class that is higher up the hierarchy, you can reference an object by using a variable defined as an in-
terface that its class implements. Taking the preceding example, you can reference a Horse object by using an ILandBound variable, as follows:
Horse myHorse = new Horse(...);
ILandBound iMyHorse = myHorse; // legal
This works because all horses are land-bound mammals, although the converse is not true, and you cannot assign an ILandBound object to a Horse variable without casting it first.
The technique of referencing an object through an interface is useful because it enables you
to define methods that can take different types as parameters, as long as the types implement a specified interface. For example, the FindLandSpeed method shown here can take any argument that implements the ILandBound interface:
int FindLandSpeed(ILandBound landBoundMammal)
{
...
}
Note that when referencing an object through an interface, you can invoke only methods that are visible through the interface.
