An interface is a contract that guarantees to a client how a class or struct will behave. When a class (or struct) implements an interface, it tells any potential client "I guarantee I'll support the methods, properties, events, and indexers of the named interface." (See Chapter 4 for information about methods and properties, Chapter 12 for information about events, and Chapter 9 for coverage of indexers.) An interface offers an alternative to an abstract class for creating contracts among classes and their clients. These contracts are made manifest using the interface keyword, which declares a reference type that encapsulates the contract. When you define an interface, you may define methods, properties, indexers, and/or events that will be implemented by the class that implements the interface. Interfaces are often compared to abstract classes. An abstract class serves as the base class for a family of derived classes, while interfaces are meant to be mixed in with other inheritance trees.
When a class implements an interface, it must implement all the parts of that interface (methods, properties, etc.); in effect, the class says "I agree to fulfill the contract defined by this interface."
You will remember from Chapter 5 that inheriting from an abstract class implements the is-a relationship. Implementing an interface, on the other hand, defines a different relationship that we've not seen until now, called (not surprisingly) the implements relationship. These two relationships are subtly different. A car is-a vehicle, but it might implement the CanBeBoughtWithABigLoan capability (as can a house, for example).
In this chapter, you will learn how to create, implement, and use interfaces. You'll learn how to implement multiple interfaces, and how to combine and extend interfaces, as well as how to test whether a class has implemented an interface. |