- Objectives
- Recap
- Interfaces can extend interfaces
- Classes can implement multiple interfaces
default
methodsextends
orimplements
?- Summary
Objectives
In this lesson you will learn:
- About hierarchical relationships between interfaces, i.e.,
public interface InterfaceA extends InterfaceB
. - About how a class can implement multiple interfaces, i.e.,
public class MyClass implements InterfaceA, InterfaceB
. - About
default
methods in interfaces. - About “the diamond” problem, i.e., what happens when a class inherits two implementations of the same method.
Recap
Interfaces allow us to define what a type should be able to do, but not how it should do it. We do this through the use of abstract methods that define a method signature, but no method body. Implementing subclasses must including implementations for those methods, and can include additional methods if needed.
In the previous lessons we learned about interfaces—both the general idea, as well as the embodiment of that idea in the form of the interface
construct in the Java language.
Continuing with our running example of the Nim game, we came up with the following class design for the game.
The Game
class has two Player
s and a Pile
of sticks.
The Player
is an interface, which means that at run time the Player
might be any kind of available Player
subtype, and the Game
doesn’t know or care which.
The Player
interface, in other words, sits between the Game
and the different player implementations, hiding those implementation details from other parts of the system.
classDiagram direction LR note for Game "Underlined members are static." Game --> `interface Player` : has two Game --> Pile : has a `interface Player` <|-- TimidPlayer : is a `interface Player` <|-- GreedyPlayer : is a `interface Player` <|-- RandomPlayer : is a class Game { +Player p1 +Player p2 +Pile pile playGame() void$ } class `interface Player` { +getName() String* +takeTurn(Pile) int* } namespace PlayerSubtypes { class TimidPlayer { } class GreedyPlayer { +String jeer +jeer() String } class RandomPlayer { } } class Pile { +int numSticks +remove(int) void +getSticks() int }
For the rest of this lesson, for the sake brevity, we will only include the Player
and its subtypes when we consider a diagrammatic view of the class structure.
Interfaces can extend interfaces
In this lesson, we are going to consider how to incorporate yet more features into our Nim game.
In the design above, we have included support for the GreedyPlayer
to jeer
at their opponent each time they take a turn.
Let’s suppose want to add support for multiple types of “chatty” players in our system.
That is, we don’t want only our GreedyPlayer
to be able to print a message each time they take a turn—we want to allow any new Player
type to optionally have this ability.
Let’s consider some options to accomplish this.
Option 1 — Give all players the ability to print a message
We could give all of our Player
subtypes a makeComment()
method that prints the Player
’s comment to the screen.
We can also give them a makeComment(String)
overload that prints the specified message to the screen, instead of the Player
’s pre-defined message.
An advantage of this approach is that it’s simple.
We can stick a makeComment
overloaded abstract methods in the Player
interface, and all implementing subclasses can print their chosen message.
A disadvantage is that this would reduce the cohesiveness of our Player
type.
For example, the TimidPlayer
has no intention of presenting a message each time they take a turn — what should the TimidPlayer
’s makeComment()
method return? An empty string (""
)? null
? Some string that will never be used?
The Player
interface is now less cohesive because it includes behaviour (message()
) that is not relevant to all Player
instances.
Option 2 — Break out the chatty behaviour into another type
Option 2 is to separate the behaviour of playing games and “socializing” — they are separate concerns that don’t need to be implemented together.
We can do this by creating a separate interface
for SocialPlayer
s.
The SocialPlayer
interface will extend the Player
interface.
The SocialPlayer
interface looks like the following:
interface SocialPlayer extends Player {
void makeComment(); // prints some pre-defined comment
void makeComment(String message); // prints the specified message
}
In the code above, we use the extends
keyword to declare that the SocialPlayer
interface
is a subtype of the Player
interface
. That is, all SocialPlayer
s are Player
s.
The SocialPlayer
only declares one (overloaded) behaviour—the makeComment
methods.
Any class that implements SocialPlayer
must now include implementations of Player
methods and implementations of SocialPlayer
methods.
In our updated Nim game, our GreedyPlayer
is a SocialPlayer
, which means it can take turns in the game like all Player
s, but can also send message
s.
Here is what the Player
type hierarchy looks like now. In the diagram below, we use implements
or extends
to show the specific keyword used to define the “is a” relationship between a child type and its parent type.
classDiagram direction TB `interface Player` <|-- `interface SocialPlayer` : extends `interface Player` <|-- TimidPlayer : implements `interface Player` <|-- RandomPlayer : implements `interface SocialPlayer` <|-- GreedyPlayer : implements class `interface Player` { +getName() String* +takeTurn(Pile) int* } class `interface SocialPlayer` { +makeComment() void* +makeComment(String message) void* } namespace PlayerSubtypes { class TimidPlayer { } class GreedyPlayer { } class RandomPlayer { } }
Our GreedyPlayer
implementation would look the same as before (except instead of jeer
we now use the more general makeComment
methods to chat).
But now we can incorporate additional player types that have social behaviours, and treat them all as SocialPlayer
s in other parts of the system.
public class GreedyPlayer implements SocialPlayer {
private String name;
private String jeer; // This player talks smack
public GreedyPlayer(String name, String jeer) {
this.name = name;
this.jeer = jeer;
}
@Override
public void makeComment() {
System.out.println(this.jeer);
}
@Override
public void makeComment(String message) {
System.out.println(message);
}
@Override
public String getName() {
return this.name;
}
@Override
public int takeTurn(Pile pile) {
int toRemove = 0;
if (pile.getSticks() >= 3) {
toRemove = 3;
} else {
toRemove = pile.getSticks();
}
return toRemove;
}
}
What’s the benefit of doing this?
The Player
interface introduced a uniform set of behaviours that the Game
could rely on; i.e., it could expect all Player
objects to be able to do things like taking a turn, no matter what kind of player subtype they were.
Similarly, the SocialPlayer
interface introduces a uniform set of additional behaviours that some players can perform—they can make comments.
This opens up an avenue for a version of the Game
that allows some players (those that support social behaviours) to make comments during game play.
Consider this updated play
method for the Game
class.
In the code below, each time a Player
takes a turn, we give the opponent
the opportunity to print a message.
We use the instanceof
operator to check if the opponent
is an instance of the SocialPlayer
type, and if so, we print the message.
The SocialPlayer
interface allows us to change our “view” of the opponent
object, deciding whether to see it as simply a Player
, or as a SocialPlayer
, depending on what set of behaviours we mean to invoke.
public static boolean play(Player p, Pile pile, Player opponent) {
int sticksTaken = p.takeTurn(pile);
System.out.println("\n" + p.getName() + " takes " + sticksTaken + " sticks.\n" +
"There are " + pile.getSticks() + " left in the pile.");
// Each time a player takes a turn, if the opponent is a social player,
// print a vaguely threatening message.
if (opponent instanceof SocialPlayer) {
((SocialPlayer) opponent).makeComment("Bad move, " + p.getName() + "!");
}
if (pile.getSticks() <= 0) {
return true;
}
return false;
}
Do you think this is a reasonable use of the instanceof
operator? Is there any way to print the opponent’s message from the SocialPlayer
implementing subclasses directly?
In the example, we are dealing with both “views” of the opponent
in the same method.
As a larger example, consider if we wrote a separate, feature-rich “chatroom” module for this Nim game.
We can make that module only view players as SocialPlayer
s, since it is only interested in the behaviours relevant to social interactions, and not game play.
Classes can implement multiple interfaces
What if, as part of our expanded Nim application, we wanted to also support general “socializers”? That is, users who are not players in the Nim game, but are still able to make comments that other users can see?
As things currently stand, to create “socializers”—users that can make comments—we would need to implement the SocialPlayer
interface.
Unfortunately, this brings with it a fair bit of baggage — if you implement the commenting behaviour from the SocialPlayer
, you need to also implement the game play behaviour from the Player
interface.
This is due to the hierarchical relationship between SocialPlayer
and Player
: all SocialPlayer
s are Player
s.
We can decouple the socializing functionality from the gameplay functionality by removing the hierarchical relationship between those interfaces.
That is, instead of wrapping social behaviours into a SocialPlayer
interface that is a child type of Player
, we can create two separate, unrelated interfaces:
- The
Player
interface for gameplay behaviours, unchanged from what we have seen so far. - The
Socializer
interface for social behaviours, like making comments.
In Java, classes can implement multiple interfaces. These interfaces provide different “views” to the class, or different, well, interfaces through which to interact with the class.
The player subtypes that only support gameplay functionality (like TimidPlayer
and RandomPlayer
) will implement only the Player
interface.
The player subtypes that want to support both gameplay functionality and socializing functionality (like GreedyPlayer
) will implement both the Player
and Socializer
interfaces.
Finally, the users that want to only support socializing functionality (say, Spectator
or Referee
objects) will only implement the Socializer
interfaces.
Here is what our new class structure would look like.
By separating the Player
and Socializer
interfaces (instead of having them have a hierarchical relationship), we have allowed classes to more flexibly combine or not combine those behaviours.
classDiagram direction TB `interface Player` <|-- TimidPlayer : implements `interface Player` <|-- RandomPlayer : implements `interface Player` <|-- GreedyPlayer : implements `interface Socializer` <|-- GreedyPlayer : implements `interface Socializer` <|-- Spectator : implements `interface Socializer` <|-- Referee : implements class `interface Player` { +getName() String* +takeTurn(Pile) int* } class `interface Socializer` { +makeComment() void* +makeComment(String message) void* } class TimidPlayer { } class GreedyPlayer { } class RandomPlayer { }
To support the structure above, our GreedyPlayer
only needs to change its signature to implement the two interfaces.
Everything else in the class would remain the same: it still needs to implement all Player
behaviours, and it still needs to implement all Socializer
behaviours.
public class GreedyPlayer implements Player, Socializer {
// Rest of the GreedyPlayer class remains the same
}
default
methods
The GreedyPlayer
, Spectator
, and Referee
objects all have to include implementations for the two makeComment
methods from the Socializer
interface.
The overload that has no parameters, i.e., makeComment()
, will be different for each implementation.
It makes sense for those three classes to implement their own versions of makeComment()
.
- The
GreedyPlayer
prints itsjeer
. - The
Spectator
might print support a message of support for the player that has their allegiance. - The
Referee
might print a message after conducting some checks concerning game rules.
However, consider that second overload: makeComment(String)
.
In most cases, the job of that method is to simply print the input it has been given.
Do we really want to duplicate that code in each of those three classes?
Enter default
methods. So far, we have only seen abstract methods in interfaces: methods with declarations, but no definitions. Method signatures, but no bodies.
These methods must be implemented by a subclass, because otherwise the object cannot actually perform that behaviour.
However, interfaces also allow us to define default
methods: these are methods in interfaces that do have implementations.
These implementations are inherited by all implementing subclasses, unless the subclass overrides it.1
Let us consider the Socializer
interface as our illustrative example.
public interface Socializer {
void makeComment();
default void makeComment(String message) {
System.out.println(message);
}
}
Each of the implementing subclasses (GreedyPlayer
, Spectator
, and Referee
) will inherit the existing default
implementation of the second makeComment
method above.
This means that they only need to implement the first makeComment()
in order to “fully implement” the Socializer
interface.
This is great! It saves us from having to duplicate the second makeComment(String)
method three times.
Of course, they are free to override the makeComment(String)
method if they want to do something different from inherited default
method.
For example, suppose the Referee
wants to print the word "WHISTLE!"
before each comment they print.
In the code below, the Referee
class implements one makeComment()
method because that has to be implemented — it’s abstract in the Socializer
interface.
It also implements the makeComment(String)
method, this time overriding the default behaviour that was inherited from the Socializer
interface.
It prints the word "WHISTLE!"
first.
Then it uses the super
keyword to invoke the parent implementation of the makeComment(String)
method.
The super
keyword is like the this
keyword, except the object refers to itself as its parent type instead of its own type.
In the example below, the super.makeComment(message)
invokes the makeComment(String)
method from the parent type, i.e., the Socializer
interface.
public class Referee implements Socializer {
// Referee's instance variables
private Game game; // The Game that is currently being refereed
public Referee(Game game) {
this.game = game;
}
@Override
public void makeComment() {
System.out.println(game); // The referee just reports the Game state
}
@Override
public void makeComment(String message) {
System.out.print("WHISTLE! "); // Referee adds its own behaviour here
super.makeComment(message); // Referee invokes the Socializer's default behaviour
}
}
In the makeComment(String)
method above, what do you think would happen if we called this.makeComment(message)
instead of super.makeComment(message)
?
The “diamond problem”
So far, we have learned the following facts about interfaces in Java:
- Interfaces can define abstract methods that must be implemented by subclasses.
- Interfaces can also define “concrete” methods using the
default
keyword — these can be overridden by implementing subclasses, or they can be inherited. - Classes can implement multiple interfaces.
With the facts above in mind, consider the following example.
Class C
implements
both interfaces A
and B
.
Interfaces A
and B
both define the method doStuff
as a default
method, but both do different things.
classDiagram direction TD note "InterfacesA
andB
both definedoStuff
as adefault
method." `interface A` <|-- C : implements `interface B` <|-- C : implements class `interface A` { +doStuff() void } class `interface B` { +doStuff() void }
Which of the two doStuff
behaviours should class C
inherit?
Java doesn’t support multiple inheritance
In a situation like the above, there is simply no way for the compiler to know which doStuff
method you want to inherit.
So the compiler will show you an error until you give class C
its own implementation of doStuff
.
By implementing its version of the method, there is no ambiguity about which one to inherit—C
inherits neither of the parent interface’s doStuff
implementations.
What if you wanted one of the specific implementations? Do you just duplicate that code? No.
In that case, you still need to write your own doStuff
method, but in the body of the method, you can invoke the specific parent doStuff
that you want.
So suppose you want the class C
’s doStuff
method to do whatever was defined in interface A
. You do the following:
public class C implements A, B {
@Override
public void doStuff() {
A.super.doStuff(); // Invoke the interface A's version of the method
}
}
extends
or implements
?
So we’ve seen two ways of creating fairly complex class structures. We can either create a “tree like” structure, where one interface extends
another interface in order to allow classes to combine those behaviours.
Or we can create a “flatter” structure by creating multiple interfaces; classes that want to combine those behaviours simply need to implement both interfaces.
And default
methods allow us to also introduce some code reuse into this picture.
Interfaces let you create non-hierarchical type frameworks. Not all class organisations lend themselves to tree structures. That is, you may want different combinations of types “mixed together” for specific subclasses. To achieve this flexibly with extends
relationships, you would end up with many more “intermediate” layers in your type hierarchy, creating a separate type for each combination of functionality you want to support. With interfaces you have infinite flexibility to enhance class behaviours as needed.
However, it is often easier to reason about tree-like structures, because there is less ambiguity about what classes can perform what behaviours.
This “straightline” flow of inherited behaviours can often be a blessing in a large, complex class structure.
If you know you’re not likely to add new classes that support some behaviours but not others, it may be worthwhile to commit to a tree-like structure using extends
for the time being.
Summary
To sum up, here are some facts about interfaces:
- Interfaces can have abstract methods. These only have method signatures, but not method bodies. There is no special keyword for abstract methods in interfaces.
- A class that
implements
an interface must include implementations for all abstract methods in a parent interface. - Interfaces can also have methods that do have implementations. These are created using the
default
keyword. - Implementing subclasses can include implementations for the
default
methods from the parent interface; this will override the interface’sdefault
behaviour for that method. - Interfaces can have
static
variables andstatic
methods. - Interfaces cannot have instance variables.
- Interfaces can extend other interfaces using the
extends
keyword. If a class declares that itimplements
an interface, and that interface has “parent” interfaces, the class must implement all abstract methods from the immediate parent as well as all the “grand parent” interfaces. - Classes can implement more than one interface.
-
See the lesson on method dispatch for a review of what is meant by “overriding”. ↩