Interfaces
The interface
keyword is for defining interfaces in class hierarchies. interface
is very similar to class
with the following restrictions:
- The member functions that it declares (but not implements) are abstract even without the
abstract
keyword. - The member functions that it implements must be
static
orfinal
. (static
andfinal
member functions are explained below.) - Its member variables must be
static
. - Interfaces can inherit only interfaces.
Despite these restrictions, there is no limit on the number of interface
s that a class can inherit from. (In contrast, a class can inherit from up to one class
.)
Definition
Interfaces are defined by the interface
keyword, the same way as classes:
interface SoundEmitter { // ... }
An interface
is for declaring member functions that are implicitly abstract:
interface SoundEmitter { string emitSound(); // Declared (not implemented) }
Classes that inherit from that interface would have to provide the implementations of the abstract functions of the interface.
Interface function declarations can have in
and out
contract blocks:
interface I { int func(int i) in { /* Strictest requirements that the callers of this * function must meet. (Derived interfaces and classes * can loosen these requirements.) */ } out { // (optionally with (result) parameter) /* Exit guarantees that the implementations of this * function must give. (Derived interfaces and classes * can give additional guarantees.) */ } }
We will see examples of contract inheritance later in the Contract Programming for Structs and Classes chapter.
Inheriting from an interface
The interface
inheritance syntax is the same as class
inheritance:
class Violin : SoundEmitter { string emitSound() { return "♩♪♪"; } } class Bell : SoundEmitter { string emitSound() { return "ding"; } }
Interfaces support polymorphism: Functions that take interface parameters can use those parameters without needing to know the actual types of objects. For example, the following function that takes a parameter of SoundEmitter
calls emitSound()
on that parameter without needing to know the actual type of the object:
void useSoundEmittingObject(SoundEmitter object) { // ... some operations ... writeln(object.emitSound()); // ... more operations ... }
Just like with classes, that function can be called with any type of object that inherits from the SoundEmitter
interface:
useSoundEmittingObject(new Violin); useSoundEmittingObject(new Bell);
The special emitSound()
function for each object would get called and the outputs of Violin.emitSound
and Bell.emitSound
would be printed:
♩♪♪ ding
Inheriting from more than one interface
A class can be inherited from up to one class
. There is no limit on the number of interface
s to inherit from.
Let's consider the following interface that represents communication devices:
interface CommunicationDevice { void talk(string message); string listen(); }
If a Phone
class needs to be used both as a sound emitter and a communication device, it can inherit both of those interfaces:
class Phone : SoundEmitter, CommunicationDevice { // ... }
That definition represents both of these relationships: "phone is a sound emitter" and "phone is a communication device."
In order to construct objects of this class, Phone
must implement the abstract functions of both of the interfaces:
class Phone : SoundEmitter, CommunicationDevice { string emitSound() { // for SoundEmitter return "rrring"; } void talk(string message) { // for CommunicationDevice // ... put the message on the line ... } string listen() { // for CommunicationDevice string soundOnTheLine; // ... get the message from the line ... return soundOnTheLine; } }
A class can inherit from any number of interfaces as it makes sense according to the design of the program.
Inheriting from interface
and class
Classes can still inherit from up to one class
as well:
class Clock { // ... clock implementation ... } class AlarmClock : Clock, SoundEmitter { string emitSound() { return "beep"; } }
AlarmClock
inherits the members of Clock
. Additionally, it also provides the emitSound()
function that the SoundEmitter
interface requires.
Inheriting interface
from interface
An interface that is inherited from another interface effectively increases the number of functions that the subclasses must implement:
interface MusicalInstrument : SoundEmitter { void adjustTuning(); }
According to the definition above, in order to be a MusicalInstrument
, both the emitSound()
function that SoundEmitter
requires and the adjustTuning()
function that MusicalInstrument
requires must be implemented.
For example, if Violin
inherits from MusicalInstrument
instead of SoundEmitter
, it must now also implement adjustTuning()
:
class Violin : MusicalInstrument { string emitSound() { // for SoundEmitter return "♩♪♪"; } void adjustTuning() { // for MusicalInstrument // ... special tuning of the violin ... } }
static
member functions
I have delayed explaining static
member functions until this chapter to keep the earlier chapters shorter. static
member functions are available for structs, classes, and interfaces.
Regular member functions are always called on an object. The member variables that are referenced inside the member function are the members of a particular object:
struct Foo { int i; void modify(int value) { i = value; } } void main() { auto object0 = Foo(); auto object1 = Foo(); object0.modify(10); // object0.i changes object1.modify(10); // object1.i changes }
The members can also be referenced by this
:
void modify(int value) { this.i = value; // equivalent of the previous one }
A static
member function does not operate on an object; there is no object that the this
keyword would refer to, so this
is not valid inside a static
function. For that reason, none of the regular member variables are available inside static
member functions:
struct Foo { int i; static void commonFunction(int value) { i = value; // ← compilation ERROR this.i = value; // ← compilation ERROR } }
static
member functions can use only the static
member variables.
Let's redesign the Point
struct that we have seen earlier in the Structs chapter, this time with a static
member function. In the following code, every Point
object gets a unique id, which is determined by a static
member function:
import std.stdio; struct Point { size_t id; // Object id int line; int column; // The id to be used for the next object static size_t nextId; this(int line, int column) { this.line = line; this.column = column; this.id = makeNewId(); } static size_t makeNewId() { immutable newId = nextId; ++nextId; return newId; } } void main() { auto top = Point(7, 0); auto middle = Point(8, 0); auto bottom = Point(9, 0); writeln(top.id); writeln(middle.id); writeln(bottom.id); }
The static
makeNewId()
function can use the common variable nextId
. As a result, every object gets a unique id:
0 1 2
Although the example above contains a struct
, static
member functions are available for classes and interfaces as well.
final
member functions
I have delayed explaining final
member functions until this chapter to keep the earlier chapters shorter. final
member functions are relevant only for classes and interfaces because structs do not support inheritance.
final
specifies that a member function cannot be redefined by a subclass. In a sense, the implementation that this class
or interface
provides is the final implementation of that function. An example of a case where this feature is useful is where the general steps of an algorithm are defined by an interface and the finer details are left to subclasses.
Let's see an example of this with a Game
interface. The general steps of playing a game is being determined by the play()
function of the following interface
:
interface Game { final void play() { string name = gameName(); writefln("Starting %s", name); introducePlayers(); prepare(); begin(); end(); writefln("Ending %s", name); } string gameName(); void introducePlayers(); void prepare(); void begin(); void end(); }
It is not possible for subclasses to modify the definition of the play()
member function. The subclasses can (and must) provide the definitions of the five abstract member functions that are declared by the interface. By doing so, the subclasses complete the missing steps of the algorithm:
import std.stdio; import std.string; import std.random; import std.conv; class DiceSummingGame : Game { string player; size_t count; size_t sum; string gameName() { return "Dice Summing Game"; } void introducePlayers() { write("What is your name? "); player = strip(readln()); } void prepare() { write("How many times to throw the dice? "); readf(" %s", &count); sum = 0; } void begin() { foreach (i; 0 .. count) { immutable dice = uniform(1, 7); writefln("%s: %s", i, dice); sum += dice; } } void end() { writefln("Player: %s, Dice sum: %s, Average: %s", player, sum, to!double(sum) / count); } } void useGame(Game game) { game.play(); } void main() { useGame(new DiceSummingGame()); }
Although the example above contains an interface
, final
member functions are available for classes as well.
How to use
interface
is a commonly used feature. There is one or more interface
at the top of almost every class hierarchy. A kind of hierarchy that is commonly encountered in programs involves a single interface
and a number of classes that implement that interface:
MusicalInstrument (interface) / | \ \ Violin Guitar Flute ...
Although there are more complicated hierarchies in practice, the simple hierarchy above solves many problems.
It is also common to move common implementation details of class hierarchies to intermediate classes. The subclasses inherit from these intermediate classes. The StringInstrument
and WindInstrument
classes below can contain the common members of their respective subclasses:
MusicalInstrument (interface) / \ StringInstrument WindInstrument / | \ / | \ Violin Viola ... Flute Clarinet ...
The subclasses would implement their respective special definitions of member functions.
Abstraction
Interfaces help make parts of programs independent from each other. This is called abstraction. For example, a program that deals with musical instruments can be written primarily by using the MusicalInstrument
interface, without ever specifying the actual types of the musical instruments.
A Musician
class can contain a MusicalInstrument
without ever knowing the actual type of the instrument:
class Musician { MusicalInstrument instrument; // ... }
Different types of musical instruments can be combined in a collection without regard to the actual types of these instruments:
MusicalInstrument[] orchestraInstruments;
Most of the functions of the program can be written only by using this interface:
bool needsTuning(MusicalInstrument instrument) { bool result; // ... return result; } void playInTune(MusicalInstrument instrument) { if (needsTuning(instrument)) { instrument.adjustTuning(); } writeln(instrument.emitSound()); }
Abstracting away parts of a program from each other allows making changes in one part of the program without needing to modify the other parts. When implementations of certain parts of the program are behind a particular interface, the code that uses only that interface does not get affected.
Example
The following program defines the SoundEmitter
, MusicalInstrument
, and CommunicationDevice
interfaces:
import std.stdio; /* This interface requires emitSound(). */ interface SoundEmitter { string emitSound(); } /* This class needs to implement only emitSound(). */ class Bell : SoundEmitter { string emitSound() { return "ding"; } } /* This interface additionally requires adjustTuning(). */ interface MusicalInstrument : SoundEmitter { void adjustTuning(); } /* This class needs to implement both emitSound() and * adjustTuning(). */ class Violin : MusicalInstrument { string emitSound() { return "♩♪♪"; } void adjustTuning() { // ... tuning of the violin ... } } /* This interface requires talk() and listen(). */ interface CommunicationDevice { void talk(string message); string listen(); } /* This class needs to implement emitSound(), talk(), and * listen(). */ class Phone : SoundEmitter, CommunicationDevice { string emitSound() { return "rrring"; } void talk(string message) { // ... put the message on the line ... } string listen() { string soundOnTheLine; // ... get the message from the line ... return soundOnTheLine; } } class Clock { // ... the implementation of Clock ... } /* This class needs to implement only emitSound(). */ class AlarmClock : Clock, SoundEmitter { string emitSound() { return "beep"; } // ... the implementation of AlarmClock ... } void main() { SoundEmitter[] devices; devices ~= new Bell; devices ~= new Violin; devices ~= new Phone; devices ~= new AlarmClock; foreach (device; devices) { writeln(device.emitSound()); } }
Because devices
is a SoundEmitter
slice, it can contain objects of any type that inherits from SoundEmitter
(i.e. types that have an "is a" relationship with SoundEmitter
). As a result, the output of the program consists of different sounds that are emitted by the different types of objects:
ding ♩♪♪ rrring beep
Summary
interface
is similar to aclass
that consists only of abstract functions.interface
can havestatic
member variables andstatic
orfinal
member functions.- For a class to be constructible, it must have implementations for all member functions of all interfaces that it inherits from.
- It is possible to inherit from unlimited number of
interface
s. - A common hierarchy consists of a single
interface
and a number of subclasses that implement that interface.