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Multiple base classes in .NET

I just read a blurb in MSDN under the C++ "ref" keyword which states that:

"Under the CLR object model, only public single inheritance is supported".

Does this mean that no .NET class can ever support multiple inheritance. In
C++ for instance I noticed that the compiler flags an error if you use the
"ref" keyword on a class with multiple base classes. This supports the above
quote. However, under the "CodeClass2.Bases" property (part the VS
extensibility model), it states that:

"Bases are super types of CodeElements. For Visual Basic and Visual C#
there is always only one element in the collection except when the code type
is a CodeInterface".

This is true of course since these languages only support single (class)
inheritance. However, it should be true for all .NET classes based on the
first quote above. My issue is therefore this. I want to retrieve the base
class of an arbitrary class in an arbitrary code file by invoking
"CodeClass2.Bases.Item(1)". This works in my testing but will it always work
for all languages in theory, assuming the class I'm targetting is always a
..NET class of course. Thanks in advance.
Jul 13 '07 #1
47 3937
Larry Smith wrote:
I just read a blurb in MSDN under the C++ "ref" keyword which states that:

"Under the CLR object model, only public single inheritance is supported".

Does this mean that no .NET class can ever support multiple inheritance.
I belive so.
This is true of course since these languages only support single (class)
inheritance. However, it should be true for all .NET classes based on the
first quote above. My issue is therefore this. I want to retrieve the base
class of an arbitrary class in an arbitrary code file by invoking
"CodeClass2.Bases.Item(1)". This works in my testing but will it always work
for all languages in theory, assuming the class I'm targetting is always a
.NET class of course. Thanks in advance.
If is is arbitrary code, then I belive that you should be using
Type BaseType.

And it is obvious that it will only return one type.

Arne

Jul 14 '07 #2
* Larry Smith wrote, On 14-7-2007 1:49:
I just read a blurb in MSDN under the C++ "ref" keyword which states that:

"Under the CLR object model, only public single inheritance is supported".

Does this mean that no .NET class can ever support multiple inheritance. In
C++ for instance I noticed that the compiler flags an error if you use the
"ref" keyword on a class with multiple base classes. This supports the above
quote. However, under the "CodeClass2.Bases" property (part the VS
extensibility model), it states that:

"Bases are super types of CodeElements. For Visual Basic and Visual C#
there is always only one element in the collection except when the code type
is a CodeInterface".

This is true of course since these languages only support single (class)
inheritance. However, it should be true for all .NET classes based on the
first quote above. My issue is therefore this. I want to retrieve the base
class of an arbitrary class in an arbitrary code file by invoking
"CodeClass2.Bases.Item(1)". This works in my testing but will it always work
for all languages in theory, assuming the class I'm targetting is always a
.NET class of course. Thanks in advance.
The Visual Studio Extensibility model also supports non-CLR languages
(native C++ for example), so it has support for multiple inheritance.

The .NET types do not support multiple inheritance as you've already
found out. I've read a couple of rumors that multiple inheritance will
probably find its way back into the CLR in a future version...

Jesse
Jul 14 '07 #3
>I just read a blurb in MSDN under the C++ "ref" keyword which states
>that:

"Under the CLR object model, only public single inheritance is
supported".

Does this mean that no .NET class can ever support multiple inheritance.

I belive so.
>This is true of course since these languages only support single (class)
inheritance. However, it should be true for all .NET classes based on the
first quote above. My issue is therefore this. I want to retrieve the
base class of an arbitrary class in an arbitrary code file by invoking
"CodeClass2.Bases.Item(1)". This works in my testing but will it always
work for all languages in theory, assuming the class I'm targetting is
always a .NET class of course. Thanks in advance.

If is is arbitrary code, then I belive that you should be using
Type BaseType.
Thanks for the tip. It might prove useful later but for the moment I might
not be able to retrieve the "Type" (since my app processes raw source files
before they may have even been compiled yet).
Jul 14 '07 #4
The Visual Studio Extensibility model also supports non-CLR languages
(native C++ for example), so it has support for multiple inheritance.

The .NET types do not support multiple inheritance as you've already found
out. I've read a couple of rumors that multiple inheritance will probably
find its way back into the CLR in a future version...
Thanks for the clarification (appreciated). As for the rumour, I'm not sure
how they'll tackle that given that there already seem to be some built-in
assumptions based on single-inheritance. They could change this of course
but it might cause a lot of problems. Anyway, thanks again.
Jul 14 '07 #5
"Larry Smith" <no_spam@_nospam.comwrote in message
news:eZ**************@TK2MSFTNGP05.phx.gbl...
Thanks for the clarification (appreciated). As for the rumour, I'm not
sure how they'll tackle that given that there already seem to be some
built-in assumptions based on single-inheritance. They could change this
of course but it might cause a lot of problems. Anyway, thanks again.
I'd be surprised if we ever see multiple inheritance in C#...

http://blogs.msdn.com/csharpfaq/arch.../07/85562.aspx
http://www.google.co.uk/search?hl=en...eritance&meta=
--
Mark Rae
ASP.NET MVP
http://www.markrae.net

Jul 14 '07 #6
I'd be surprised if we ever see multiple inheritance in C#...
>
http://blogs.msdn.com/csharpfaq/arch.../07/85562.aspx
http://www.google.co.uk/search?hl=en...eritance&meta=
I'd be surpised as well. It's not likely to take off given that it's already
established as single inheritance. Moreover, it's rarely even used in the
C++ world. From my own (long) experience in that arena, it makes sense
conceptually but in practice it's mechanically very difficult to work with.
I doubt significant improvements can be made on this front.
Jul 14 '07 #7
"Larry Smith" <no_spam@_nospam.comwrote in message
news:%2****************@TK2MSFTNGP03.phx.gbl...
I'd be surpised as well. It's not likely to take off given that it's
already established as single inheritance. Moreover, it's rarely even used
in the C++ world. From my own (long) experience in that arena, it makes
sense conceptually but in practice it's mechanically very difficult to
work with. I doubt significant improvements can be made on this front.
Indeed. I've been using C# since the latter half of 2002 and have never had
any need for multiple inheritance...
--
Mark Rae
ASP.NET MVP
http://www.markrae.net

Jul 14 '07 #8
(removed microsoft.public.vstudio.extensibility and
microsoft.public.dotnet.framework.clr due to lack of relevance and
reduction of cross-posting)

On Sat, 14 Jul 2007 07:42:37 -0700, Larry Smith <no_spam@_nospam.com>
wrote:
I'd be surpised as well. It's not likely to take off given that it's
already
established as single inheritance. Moreover, it's rarely even used in the
C++ world. From my own (long) experience in that arena, it makes sense
conceptually but in practice it's mechanically very difficult to work
with.
I doubt significant improvements can be made on this front.
IMHO, C# already does make an improvement over multiple inheritance vs
C++. That is, a class can in fact inherit multiple interfaces. This
allows for the same basic behavior as multiple inheritance, while forcing
the programmer to be explicit about how the class is arranged (ambiguity
in behavior of base classes shared by multiply inherited classes being one
of the bigger stumbling blocks for multiple inheritance in C++, IMHO).

Pete
Jul 14 '07 #9
Am Sat, 14 Jul 2007 16:37:06 +0100 schrieb Mark Rae [MVP]:
>
Indeed. I've been using C# since the latter half of 2002 and have never had
any need for multiple inheritance...
Hello, how then can you advise me to implement the following:

I have derivations from the standard WinForm Controls that implement
certain protocols for loading, storing, verification etc. Code example:

//-----------------------------------------------------------------
// boBindName
//
[
Bindable (true)
, Category ("QFC")
, Description ("Feld/Property, an das gebunden werden soll")
]
public string boBindName
{
get { return mBoBindName; }
set { mBoBindName = value; }
}

I have many of those.

At the moment, I need to have the exact same code in all of my derived
controls. Any change in that code must be manually repeated for all
controls - a perfect situation for implementation inheritance with the help
of MI.

Paule

Jul 18 '07 #10
Am Sat, 14 Jul 2007 09:59:39 -0700 schrieb Peter Duniho:
IMHO, C# already does make an improvement over multiple inheritance vs
C++. That is, a class can in fact inherit multiple interfaces.
A class can implement multiple interfaces - roughly the same as in C++
(minor differences ignored). But a class in C# cannot use implementation
inheritance, which can be very useful. You have to duplicate the code, use
delegation etc.
>This
allows for the same basic behavior as multiple inheritance, while forcing
the programmer to be explicit about how the class is arranged (ambiguity
in behavior of base classes shared by multiply inherited classes being one
of the bigger stumbling blocks for multiple inheritance in C++, IMHO).
No, disagree. The same ambiguity problems can arise when you implement
multiple interfaces in a C#-class. The solution is the same, though:
Compiler gives notice, and you have to manually resolve the amiguity,
usually by qualifying the name. No problem.

Paule
Jul 18 '07 #11
[Please do not mail me a copy of your followup]

Paul Werkowitz <ne********@primaprogramm.despake the secret code
<1f******************************@40tude.netthusly :
>Am Sat, 14 Jul 2007 16:37:06 +0100 schrieb Mark Rae [MVP]:
>>
Indeed. I've been using C# since the latter half of 2002 and have never had
any need for multiple inheritance...

Hello, how then can you advise me to implement the following:

I have derivations from the standard WinForm Controls that implement
certain protocols for loading, storing, verification etc. Code example:

//-----------------------------------------------------------------
// boBindName
//
[
Bindable (true)
, Category ("QFC")
, Description ("Feld/Property, an das gebunden werden soll")
]
public string boBindName
{
get { return mBoBindName; }
set { mBoBindName = value; }
}

I have many of those.

At the moment, I need to have the exact same code in all of my derived
controls. Any change in that code must be manually repeated for all
controls - a perfect situation for implementation inheritance with the help
of MI.
Personally, I'd question any design that is encouraging you to
subclass every .NET WinForms Control.

MI is only one way to aggregate behaviors, not the only way. In .NET
you can implement multiple interfaces to aggregate multiple behaviors
into a single class. In .NET 2 you also have generics, so you can do
template type tricks:

class BindableControl<T: T
{
[Bindable(true)]
[Category("QFC")]
[Description("...")]
public string boBindName
{
get { return mBoBindName; }
set { mBoBindName = value; }
}
private string mBoBindName;
}

This eliminates the duplication, but it still is requiring you to
subclass every .NET control. I'd consider other design alternatives
that wouldn't require you to do this.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 18 '07 #12
On Wed, 18 Jul 2007 01:41:56 -0700, Paul Werkowitz
<ne********@primaprogramm.dewrote:
A class can implement multiple interfaces - roughly the same as in C++
(minor differences ignored). But a class in C# cannot use implementation
inheritance, which can be very useful. You have to duplicate the code,
use
delegation etc.
I prefer to use the term "composition". But whatever. Whether you call
it "delegation" or "composition", it works fine.
>This
allows for the same basic behavior as multiple inheritance, while
forcing
the programmer to be explicit about how the class is arranged (ambiguity
in behavior of base classes shared by multiply inherited classes being
one
of the bigger stumbling blocks for multiple inheritance in C++, IMHO).

No, disagree.
Then you do so incorrectly.
The same ambiguity problems can arise when you implement
multiple interfaces in a C#-class.
If you think "the same ambiguity problems can arise", then you don't
understand which ambiguity problems I'm talking about.

I am specifically speaking about the problems that arise when a single
class implicitly inherits the same implementation from the same base class
multiple times. This simply does not happen in .NET, because you can only
inherit implementation from any given class once.

In any case, I do not intend to rehash to ridiculous thread that already
occurred in the C# newsgroup about MI. If you think that the lack of MI
in .NET and/or C# is a fundamental flaw, then don't use .NET and/or C#.
Simple as that. If you don't believe it's a fundamental flaw, then get
over it and quit wasting time complaining about the lack of it. There are
workarounds that work fine for people who can get over their love affair
with MI.

The basic behaviors that MI allow still exist in .NET. They just require
writing a little more code, while at the same time avoiding some of the
pitfalls that true MI creates.

Pete
Jul 18 '07 #13
"Mark Rae [MVP]" <ma**@markNOSPAMrae.netwrote
"Larry Smith" <no_spam@_nospam.comwrote in message
[Multiple Inheritence]
>Moreover, it's rarely even used in the C++ world.
That's just... not right.

The entire STL is full of multiple inheritence. Every C++ programmer's first
program uses it, even if they're not aware of it (IOStream).

It's very frequently used, and is a very powerfull tool to have access to.
>From my own (long) experience in that arena, it makes sense conceptually
but in practice it's mechanically very difficult to work with. I doubt
significant improvements can be made on this front.
My experience is otherwise. I've used it alot, loved it, had great success
with it, and really miss it.
Indeed. I've been using C# since the latter half of 2002 and have never
had any need for multiple inheritance...
I've been using the C# since 2001 (neh! heheh. ) and have had many, many
cases where multiple inheritence would have been the correct answer. Without
MI, I've been stuck jumping through crazy Interface hoops, duplicating all
sorts of implementation logic, and generally been forced to take a very
powerfull tool out of my bag of tricks.

I know there are no changes planned on this front, and as a result, I'm
beating a dead horse, but I find it quite frustrating. I continually hear
people say, "I don't use it, have never used it, and will never use it -
therefore it's not needed.".

--
Chris Mullins, MCSD.NET, MCPD:Enterprise, Microsoft C# MVP
http://www.coversant.com/blogs/cmullins
Jul 18 '07 #14
My experience is otherwise. I've used it alot, loved it, had great success
with it, and really miss it.
I agree (cannot say how much!)
Jul 18 '07 #15
>>Moreover, it's rarely even used in the C++ world.
>
That's just... not right.
Actually it is. I've worked for many different companies both large and
small and almost nobody uses it. I find it very hard to believe this isn't
the norm.
The entire STL is full of multiple inheritence. Every C++ programmer's
first program uses it, even if they're not aware of it (IOStream).
Actually it's not full of MI. There's precious little of it in fact. The
streams library is really all that there is and its MI model is very simple.
If something else exists that uses MI then it escapes me right now as I've
been immersed in C# for the last 18 months now (after many years in C/C++).
There's nevertheless a big difference between using the STL classes and
applying MI in your own code. You normally don't get your hands dirty with
it at this level. In fact, from a programmer's perspective it really
functions as SI for all intents and purposes. That is, you normally don't
deal with the complicatd issues that can make MI difficult to deal with.
It's very frequently used, and is a very powerfull tool to have access to.
I didn't say it wasn't powerful. The mechanics get progressively more
difficult to work with however as class hiearchies become non-trivial.
>
>>From my own (long) experience in that arena, it makes sense conceptually
but in practice it's mechanically very difficult to work with. I doubt
significant improvements can be made on this front.

My experience is otherwise. I've used it alot, loved it, had great success
with it, and really miss it.
You must have precious little experience dealing with large class
hierarchies then.. When you factor in issues like virtual base classes, the
calling of their constructors from the most dervied class (which refutes
your claim that MI is widely used since very few C++ programmers even know
about this), the headaches involved with ambiguity (a major pain), etc.,
then it becomes a major deterrent very quickly unless your class hierarchies
remain trivial.
>Indeed. I've been using C# since the latter half of 2002 and have never
had any need for multiple inheritance...

I've been using the C# since 2001 (neh! heheh. ) and have had many, many
cases where multiple inheritence would have been the correct answer.
Without MI, I've been stuck jumping through crazy Interface hoops,
duplicating all sorts of implementation logic, and generally been forced
to take a very powerfull tool out of my bag of tricks.

I know there are no changes planned on this front, and as a result, I'm
beating a dead horse, but I find it quite frustrating. I continually hear
people say, "I don't use it, have never used it, and will never use it -
therefore it's not needed.".
The lack of MI has caused problems for me as well on occasion. You don't
need to duplicate interface logic however but that's another story. In fact.
I firmly believe that MI is conceptually superior to C# interfaces since
it's a more natural model of objects in the real world. It's mechanically
difficult (even challenging) to work with however once you start
encountering the problems in my previous point. This is my only real beef
with it.
Jul 19 '07 #16
[Please do not mail me a copy of your followup]

"Larry Smith" <no_spam@_nospam.comspake the secret code
<uQ*************@TK2MSFTNGP06.phx.gblthusly:
>Actually it's not full of MI. There's precious little of it in fact. The
streams library is really all that there is and its MI model is very simple.
One library I've seen that uses MI all over the place is ATL, but in
that case the MI is used to aggregate various bits of COM behavior.
>You must have precious little experience dealing with large class
hierarchies then.. When you factor in issues like virtual base classes, the
calling of their constructors from the most dervied class (which refutes
your claim that MI is widely used since very few C++ programmers even know
about this), the headaches involved with ambiguity (a major pain), etc.,
then it becomes a major deterrent very quickly unless your class hierarchies
remain trivial.
On the other hand, ATL does all its business with template tricks and
doesn't use the virtual function call mechanism very much, if at all.
(I can't recall right now if it uses any virtual functions or not, but
my recollection is that I don't recall any virtual function business
going on when I last studied the ATL Internals book.)
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 19 '07 #17
"Larry Smith" <no_spam@_nospam.comspake the secret code
<uQ*************@TK2MSFTNGP06.phx.gblthusly:
>>Actually it's not full of MI. There's precious little of it in fact. The
streams library is really all that there is and its MI model is very
simple.

One library I've seen that uses MI all over the place is ATL, but in
that case the MI is used to aggregate various bits of COM behavior.
>>You must have precious little experience dealing with large class
hierarchies then.. When you factor in issues like virtual base classes,
the
calling of their constructors from the most dervied class (which refutes
your claim that MI is widely used since very few C++ programmers even know
about this), the headaches involved with ambiguity (a major pain), etc.,
then it becomes a major deterrent very quickly unless your class
hierarchies
remain trivial.

On the other hand, ATL does all its business with template tricks and
doesn't use the virtual function call mechanism very much, if at all.
(I can't recall right now if it uses any virtual functions or not, but
my recollection is that I don't recall any virtual function business
going on when I last studied the ATL Internals book.)
I'm very familiar with this book having read it in nauseating detail once
upon a time (it's really the bible of ATL). ATL is brutally difficult
however. It took me a long time to master it and I have many years of C++
experience. For the less experienced it's downright dangerous. Hardly a good
example of MI nor many other techniques (for C++ experts only).
Jul 19 '07 #18
[Please do not mail me a copy of your followup]

"Larry Smith" <no_spam@_nospam.comspake the secret code
<e9**************@TK2MSFTNGP04.phx.gblthusly:
>[...] Hardly a good
example of MI nor many other techniques (for C++ experts only).
Its just the only library I can think of that uses multiple
inheritance heavily.

Other than that, I can't think of a typical Windows library that uses
multiple inheritance heavily like that.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 19 '07 #19
MI is only one way to aggregate behaviors, not the only way. In .NET
you can implement multiple interfaces to aggregate multiple behaviors
into a single class. In .NET 2 you also have generics, so you can do
template type tricks:
Sorry, but generics aren't templates, and you can't "do template type
tricks".
>
class BindableControl<T: T
For instance, that line won't work with generics.
{
[Bindable(true)]
[Category("QFC")]
[Description("...")]
public string boBindName
{
get { return mBoBindName; }
set { mBoBindName = value; }
}
private string mBoBindName;
}

This eliminates the duplication, but it still is requiring you to

Except it doesn't work.
Jul 19 '07 #20
On the other hand, ATL does all its business with template tricks and
doesn't use the virtual function call mechanism very much, if at all.
(I can't recall right now if it uses any virtual functions or not, but
my recollection is that I don't recall any virtual function business
going on when I last studied the ATL Internals book.)

LOL

COM is built on a function dispatch table... in C++ parlance, a v-table.

Now, the implementation might not call those virtual functions
polymorphically, but ATL projects are full of virtual functions.
Jul 19 '07 #21
The basic behaviors that MI allow still exist in .NET. They just require
writing a little more code, while at the same time avoiding some of the
"Just require writing a little more code" = increased maintenance burden.
pitfalls that true MI creates.
No, because all the pitfalls that MI creates are now left to the programmer
to handle manually (i.e. MI member lookup has compiler assist which might
have an ambiguity, in .NET the programmer must explicitly list which method
is being called. And the consumer is still faced with ambiguity, as stated
earlier.)
Jul 19 '07 #22
[Please do not mail me a copy of your followup]

"Ben Voigt [C++ MVP]" <rb*@nospam.nospamspake the secret code
<uD**************@TK2MSFTNGP05.phx.gblthusly:
>MI is only one way to aggregate behaviors, not the only way. In .NET
you can implement multiple interfaces to aggregate multiple behaviors
into a single class. In .NET 2 you also have generics, so you can do
template type tricks:

Sorry, but generics aren't templates, and you can't "do template type
tricks".
>>
class BindableControl<T: T

For instance, that line won't work with generics.
Interesting! OK, I didn't know that.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 19 '07 #23
[Please do not mail me a copy of your followup]

"Ben Voigt [C++ MVP]" <rb*@nospam.nospamspake the secret code
<#o*************@TK2MSFTNGP02.phx.gblthusly:
>On the other hand, ATL does all its business with template tricks and
doesn't use the virtual function call mechanism very much, if at all.
(I can't recall right now if it uses any virtual functions or not, but
my recollection is that I don't recall any virtual function business
going on when I last studied the ATL Internals book.)


LOL

COM is built on a function dispatch table... in C++ parlance, a v-table.
COM, yes, but the mechanisms that ATL uses to implement itself are
built around templates and not virtual functions, IIRC.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 19 '07 #24
On Jul 18, 2:12 pm, "Chris Mullins [MVP]" <cmull...@yahoo.comwrote:
"Mark Rae [MVP]" <m...@markNOSPAMrae.netwrote
"Larry Smith" <no_spam@_nospam.comwrote in message

[Multiple Inheritence]
Moreover, it's rarely even used in the C++ world.

That's just... not right.

The entire STL is full of multiple inheritence. Every C++ programmer's first
program uses it, even if they're not aware of it (IOStream).
It certainly isn't "full of multiple inheritance". You gave one
example, and I don't think there's another. Multiple inheritance is
extremely unintuitive, hard to work with, and 99 times out of 100 it
is indicative of a bad design. 1 time out of 100 maybe you've got
something great with multiple inheritance, but one of the fundamental
philosophies of .NET is to err on the side of safety. Having been a C+
+ programmer for over 10 years, I'm praying multiple inheritance
doesn't ever see the light of day in .NET. Even single inheritance is
abused more often than not, when containment would be a much better
solution.

Jul 19 '07 #25
[Please do not mail me a copy of your followup]

"Chris Mullins [MVP]" <cm******@yahoo.comspake the secret code
<ul**************@TK2MSFTNGP05.phx.gblthusly:
>In all honesty, I've used [multiple inheritance] quite a bit,
and people I've worked with (many,
very hardcore OO purests) have also used it quite a bit. Does this mean
people may have overused it? Possibly. But this happens with every
technology.
So how do you feel about "Design Patterns" saying you should prefer
aggregation over inheritance?
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 19 '07 #26
"Richard" <le*************@mail.xmission.comwrote:
"Chris Mullins [MVP]" <cm******@yahoo.comspake the secret code
>>In all honesty, I've used [multiple inheritance] quite a bit,
and people I've worked with (many,
very hardcore OO purests) have also used it quite a bit. Does this mean
people may have overused it? Possibly. But this happens with every
technology.

So how do you feel about "Design Patterns" saying you should prefer
aggregation over inheritance?
I would feel alot better about aggregation if it were better supported by
the language.

If there was an attribute I could use:

[Aggregatable]
public class Point
{
int x; int y;
}

public class Circle
{
[Aggrigates(type=Single)] Point;
int Radius;
}

This code would:
1 - Automatically create an interface (IPoint) (or even an Anonymous Type)
2 - Automatically turn Circle into "Circle : IPoint"
3 - Automatically wire up "Circle.X" & "Circle.Y"

I would love to see a 1:Many aggrigation attribute as well:
public class VectorField
{
[Aggrigates(type=Collection)] Vector;
}

This would automatically:
1 - Turn VectorField into "VectorField : IList<Vector>"
2 - Implement all the various IList<Vectorcode for me

Even more fun would be:
public class TensorField
{
[Aggrigates(type=Dictionary<Vector>)] Tensor;
}

This would automatically:
1 - Turn TensorField into "TensorField:IDictionary<Vector, Tensor>"
2 - Implement all the various IDictionary<Vector,Tensorcode for me

As it sits, aggregation (to me) means, "Write a whole lot of wrapper code to
wire up the various methods". In general though, in .Net I over-use
aggrigation simply becuase with single inheritence, there's no choice.

--
Chris Mullins, MCSD.NET, MCPD:Enterprise, Microsoft C# MVP
http://www.coversant.com/blogs/cmullins
Jul 19 '07 #27
[Please do not mail me a copy of your followup]

"Chris Mullins [MVP]" <cm******@yahoo.comspake the secret code
<u9**************@TK2MSFTNGP03.phx.gblthusly:
>"Richard" <le*************@mail.xmission.comwrote:
>"Chris Mullins [MVP]" <cm******@yahoo.comspake the secret code
>>>In all honesty, I've used [multiple inheritance] quite a bit,
and people I've worked with (many,
very hardcore OO purests) have also used it quite a bit. Does this mean
people may have overused it? Possibly. But this happens with every
technology.

So how do you feel about "Design Patterns" saying you should prefer
aggregation over inheritance?

I would feel alot better about aggregation if it were better supported by
the language.
I think you missed the point of my question. Design Patterns was
written long before .NET was even an idea at Microsoft. DP isn't
about languages or syntactic sugar. In this case "prefer aggregation
over inheritance" is not saying never to use inheritance, nor is it
saying always use aggregation, but it is saying prefer one over the
other.

You seem to be expressing the exact opposite preference. DP goes
beyond issuing a simple aphorism and goes into the details of why
aggregation should be preferred over inheritance.

Beyond your simple personal preference, what are the reasons for
preferring multiple inheritance over single inheritance?

If even single inheritance is to be less preferred over aggregation,
then the case would seem to be even stronger against multiple
inheritance.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 19 '07 #28
"Richard" <le*************@mail.xmission.comwrote:
>
Beyond your simple personal preference, what are the reasons for
preferring multiple inheritance over single inheritance?
My reason is very simple:
Every now & then, I run across problems that are best solved though MI. This
seems to happen with about the same frequency I run across a problem that's
best solved by me creating a new thread. (e.g. every few weeks).

In the MI case, I can work around it. Interfaces & aggrigation allows for
this. It just means I have to write more code - sometimes a good deal more
code.

To me, the evolution of a platform means I write less code, especially for
common use cases. The less code that I write, the less likley that I am to
have bugs in my code.
If even single inheritance is to be less preferred over aggregation,
then the case would seem to be even stronger against multiple
inheritance.
I'm fine (and agree with!) with the argument for MI being "Perfer SI over
MI.".

That's a far cry from "Never use MI!", which is something I don't agree
with.

When I give presentations on concurrency, my logic is:
1 - Prefer Async Methods over anything else
2 - Prefer ThreadPool threads over custom threads.
3 - Prefer Timers & Background workers over custom threads.

.... at the very bottom of the list is, "If you really, really, must, go
ahead and create your own thread.".

This is a far cry from "Remove Custom Threads from the Platform!".

--
Chris Mullins, MCSD.NET, MCPD:Enterprise, Microsoft C# MVP
http://www.coversant.com/blogs/cmullins
Jul 19 '07 #29
Hello,

Let me explain why I miss multiple inheritance.

Consider the following situation. Your class has a property X with a simple
field backing the property, with limited behavior -- all behavior is
independent of other properties. For design-time support you decorate this
property with several attributes, and add ShouldSerializeX and ResetX
methods.

Now to duplicate this property in another class, that has a different base
class (cannot share via inheritance) you must copy the field, all the code,
and the attributes. This is not a big deal with one property, but multiply
it by 20 or so properties and several classes, and you realize it is a
maintenance problem.

Interfaces don't help. An interface only helps when you need to use the
property, allowing you to avoid special casing for each class.

Delegation (aggregation) does not help either, because the code duplication
is at the surface level.

With mixin support in C#, we could create a mixin class for those
properties, and the code duplication is eliminated. If the mixin class does
not share any base classes with the "mixed" classes, there are none of the
usual diamond inheritance problems.

Consider scala's support for mixins as a good model for .net:
http://www.scala-lang.org/intro/mixin.html

Whether or not someone needs mixins depends on their task. Some domain
abstractions can be cleanly broken down into a strict hierarchy. Other
things are less hierarchical by nature and work poorly that way. So I don't
think anyone should claim no one needs mixins, or everyone needs mixins.

Personally I have needed mixins on a recent project and have wound up
pushing lots of members up the hierarchy, into base classes, when I would
prefer not to, just to avoid the pain of delegation.

Let me see if I can explain the motivation behind suggestion, "prefer
aggregation over inheritance". If you only use single inheritance, you are
limited by the type hierarchy. Additionally, multiple inheritance has
problems in some languages.

Those problems do not arise with good mixin support. Mixins can work better
than aggregation for code reuse, and mixin code reuse is not limited by the
type hierarchy. So "prefer aggregation over inheritance" is a reflection of
the languages used (probably c++).

Regards,
Frank Hileman

check out VG.net: http://www.vgdotnet.com
Animated vector graphics system
Integrated Visual Studio graphics editor

"Richard" <le*************@mail.xmission.comwrote in message
news:Oo**************@TK2MSFTNGP03.phx.gbl...
[Please do not mail me a copy of your followup]

"Chris Mullins [MVP]" <cm******@yahoo.comspake the secret code
<u9**************@TK2MSFTNGP03.phx.gblthusly:
>>"Richard" <le*************@mail.xmission.comwrote:
>>"Chris Mullins [MVP]" <cm******@yahoo.comspake the secret code
In all honesty, I've used [multiple inheritance] quite a bit,
and people I've worked with (many,
very hardcore OO purests) have also used it quite a bit. Does this mean
people may have overused it? Possibly. But this happens with every
technology.

So how do you feel about "Design Patterns" saying you should prefer
aggregation over inheritance?

I would feel alot better about aggregation if it were better supported by
the language.

I think you missed the point of my question. Design Patterns was
written long before .NET was even an idea at Microsoft. DP isn't
about languages or syntactic sugar. In this case "prefer aggregation
over inheritance" is not saying never to use inheritance, nor is it
saying always use aggregation, but it is saying prefer one over the
other.

You seem to be expressing the exact opposite preference. DP goes
beyond issuing a simple aphorism and goes into the details of why
aggregation should be preferred over inheritance.

Beyond your simple personal preference, what are the reasons for
preferring multiple inheritance over single inheritance?

If even single inheritance is to be less preferred over aggregation,
then the case would seem to be even stronger against multiple
inheritance.

Jul 20 '07 #30
On Jul 20, 2:01 pm, "Frank Hileman"
<frank...@no.spamming.prodigesoftware.comwrote:
Hello,

Let me explain why I miss multiple inheritance.

Consider the following situation. Your class has a property X with a simple
field backing the property, with limited behavior -- all behavior is
independent of other properties. For design-time support you decorate this
property with several attributes, and add ShouldSerializeX and ResetX
methods.

Now to duplicate this property in another class, that has a different base
class (cannot share via inheritance) you must copy the field, all the code,
and the attributes. This is not a big deal with one property, but multiply
it by 20 or so properties and several classes, and you realize it is a
maintenance problem.

Interfaces don't help. An interface only helps when you need to use the
property, allowing you to avoid special casing for each class.

Delegation (aggregation) does not help either, because the code duplication
is at the surface level.

With mixin support in C#, we could create a mixin class for those
properties, and the code duplication is eliminated. If the mixin class does
not share any base classes with the "mixed" classes, there are none of the
usual diamond inheritance problems.

Consider scala's support for mixins as a good model for .net:http://www.scala-lang.org/intro/mixin.html

Whether or not someone needs mixins depends on their task. Some domain
abstractions can be cleanly broken down into a strict hierarchy. Other
things are less hierarchical by nature and work poorly that way. So I don't
think anyone should claim no one needs mixins, or everyone needs mixins.

Personally I have needed mixins on a recent project and have wound up
pushing lots of members up the hierarchy, into base classes, when I would
prefer not to, just to avoid the pain of delegation.

Let me see if I can explain the motivation behind suggestion, "prefer
aggregation over inheritance". If you only use single inheritance, you are
limited by the type hierarchy. Additionally, multiple inheritance has
problems in some languages.
It has problems in theory, not just in some implementations. If you
need to produce the situation described above, use aggregation and
write a simple one line property to return the aggregated class. One
extra line of code to eliminate a wide class of theoretical problems
is pretty darn good.

Jul 22 '07 #31
Hello,
Personally, I'd question any design that is encouraging you to
subclass every .NET WinForms Control.
.....
>
This eliminates the duplication, but it still is requiring you to
subclass every .NET control. I'd consider other design alternatives
that wouldn't require you to do this.
And, which design alternatives could that be? And why are they "better"?
Note: The task is to make all the controls I need in my apps obey certain
protocols. E.G., the container (usualy a form or user control) needs
notification, when the contents of a control have changed (e.g. to enable
save-button, and more).

The protocol is complex: it also connects the controls to business
object(s), maintains error state(s) and information, provides context
sensitive help, and much more.

Now - your preferred solution is?

Greetz
Paule
Jul 23 '07 #32
Am Wed, 18 Jul 2007 08:52:41 -0700 schrieb Peter Duniho:
On Wed, 18 Jul 2007 01:41:56 -0700, Paul Werkowitz
<ne********@primaprogramm.dewrote:
>A class can implement multiple interfaces - roughly the same as in C++
(minor differences ignored). But a class in C# cannot use implementation
inheritance, which can be very useful. You have to duplicate the code,
use
delegation etc.

I prefer to use the term "composition". But whatever. Whether you call
it "delegation" or "composition", it works fine.
>>This
allows for the same basic behavior as multiple inheritance, while
forcing
the programmer to be explicit about how the class is arranged (ambiguity
in behavior of base classes shared by multiply inherited classes being
one
of the bigger stumbling blocks for multiple inheritance in C++, IMHO).

No, disagree.

Then you do so incorrectly.
>The same ambiguity problems can arise when you implement
multiple interfaces in a C#-class.

If you think "the same ambiguity problems can arise", then you don't
understand which ambiguity problems I'm talking about.
I am specifically speaking about the problems that arise when a single
class implicitly inherits the same implementation from the same base class
multiple times.
The C++ term you mean here is probably "virtual base classes".

Unfortunately, virtual bases are inavoidable when dealing with MI, and I
admit that this is not easy to handle. Indeed, it is one of the two most
difficult language features in C++.

But consider the following:

- If the MI is in a class hierarchy of a library, the user does not see it
at all. I wonder whether users of IOStream are aware that they are using
classes with MI.

- The developer of such classes, though, must be able to handle the
complexity. Note that he is not required to use MI - if you can't handle
it, leave it alone! That's what most programmers do, and that's perfectly
OK.

So, the existence of MI in C++ does not impose *any* negative effect upon
those, that do not want to or cannot use it. The situation in C# although
is different: The missing of MI imposes the need for ugly workarounds for
all those, that know how to handle MI correctly. IMHO, that is not good.

>
In any case, I do not intend to rehash to ridiculous thread that already
occurred in the C# newsgroup about MI. If you think that the lack of MI
in .NET and/or C# is a fundamental flaw, then don't use .NET and/or C#.
Thats not the point. Of course we all use .NET and C# to great benefit. It
should be allowed to question some decisions of the language creators (and,
BTW, most of them are half my age).

Simple as that. If you don't believe it's a fundamental flaw, then get
over it and quit wasting time complaining about the lack of it. There are
workarounds that work fine for people who can get over their love affair
with MI.
I'd love to learn about such a workaround. Note: I want code inheritance,
not interface inheritance. I know that I can implement multiple interfaces
in C#.
>
The basic behaviors that MI allow still exist in .NET. They just require
writing a little more code, while at the same time avoiding some of the
pitfalls that true MI creates.
yes, then please tell us how to get code inheritance in .NET.

Greetz
Paule
Jul 23 '07 #33
[Please do not mail me a copy of your followup]

Paul Werkowitz <ne********@primaprogramm.despake the secret code
<18*****************************@40tude.netthusl y:
>Now - your preferred solution is?
As I already said -- one that doesn't require me to subclass every
WinForm control.

In fact, these days I prefer to move all application logic out of the
form entirely and put it in a separate class. This can be the
Model/View/Controller pattern or it can be the Mediator pattern.
Either, way I don't want to make elaborate protocols on concrete
controls. I separate out all the control interactions into another
class that deals with an interface and unit test the interaction
separately from concrete controls or dialogs.

See
<http://www.objectmentor.com/resources/articles/TheHumbleDialogBox.pdf>
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 23 '07 #34

"Richard" <le*************@mail.xmission.comwrote in message
news:OJ**************@TK2MSFTNGP05.phx.gbl...
[Please do not mail me a copy of your followup]

"Chris Mullins [MVP]" <cm******@yahoo.comspake the secret code
<ul**************@TK2MSFTNGP05.phx.gblthusly:
>>In all honesty, I've used [multiple inheritance] quite a bit,
and people I've worked with (many,
very hardcore OO purests) have also used it quite a bit. Does this mean
people may have overused it? Possibly. But this happens with every
technology.

So how do you feel about "Design Patterns" saying you should prefer
aggregation over inheritance?
I think that's a misquote. Isn't it really "prefer aggregation over
_public_ inheritance"?
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>

Jul 23 '07 #35
[Please do not mail me a copy of your followup]

"Ben Voigt [C++ MVP]" <rb*@nospam.nospamspake the secret code
<OU**************@TK2MSFTNGP05.phx.gblthusly:
>So how do you feel about "Design Patterns" saying you should prefer
aggregation over inheritance?

I think that's a misquote. Isn't it really "prefer aggregation over
_public_ inheritance"?
pg. 20:

"That leads us to our second principle of object-oriented design:

Favor object composition over class inheritance."

So, no, they're not weaselling their way out of it by qualifying it as
public inheritance.

They go on to say:

"[...] our experience is that designers overuse inheritance as a
reuse technique, and designs are often made more reusable (and
simpler) by depending more on object composition."
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 23 '07 #36
"Ben Voigt [C++ MVP]" <rb*@nospam.nospamwrote in message
news:OU**************@TK2MSFTNGP05.phx.gbl...
I think that's a misquote. Isn't it really "prefer aggregation over
_public_ inheritance"?
If anything, I think GoF would say "prefer aggregation over private
inheritance."

///ark
Jul 24 '07 #37
Am Mon, 23 Jul 2007 08:38:36 -0700 schrieb Richard:
[Please do not mail me a copy of your followup]

Paul Werkowitz <ne********@primaprogramm.despake the secret code
<18*****************************@40tude.netthusl y:
>>Now - your preferred solution is?

As I already said -- one that doesn't require me to subclass every
WinForm control.

In fact, these days I prefer to move all application logic out of the
form entirely and put it in a separate class. This can be the
Model/View/Controller pattern or it can be the Mediator pattern.
Either, way I don't want to make elaborate protocols on concrete
controls. I separate out all the control interactions into another
class that deals with an interface and unit test the interaction
separately from concrete controls or dialogs.
This does not help much. You move the logic from the concrete control
classes to other, special classes - you have to write the code for the
logic somewhere. PLUS: You now have another protocol.... between the
control classes and your new classes .... You have to write code to
implement this.

Your solution does not help with the problem of code duplication due to the
lack of MI in C#. It does help when you need to completely separate GUI and
*any* logic. I doubt whether this is useful. E.G. , I have a derived
textbox that accepts only integers. To me, this is a valid candidate for a
derivation.
See
<http://www.objectmentor.com/resources/articles/TheHumbleDialogBox.pdf>
yes.

Greetz
Paule
Jul 24 '07 #38
[Please do not mail me a copy of your followup]

Paul Werkowitz <ne********@primaprogramm.despake the secret code
<1d*******************************@40tude.netthusl y:
>Am Mon, 23 Jul 2007 08:38:36 -0700 schrieb Richard:
>Paul Werkowitz <ne********@primaprogramm.despake the secret code
<18*****************************@40tude.netthusly :
>>>Now - your preferred solution is?

As I already said -- one that doesn't require me to subclass every
WinForm control.
>This does not help much.
I'm not the one sitting in front of your code, either. Generally
problems like this are not solved by reworking one class, because
you've built up a huge system around MI. To refactor it into
something that doesn't use MI is not going to be a small change to one
class.

Are there design alternatives that don't require MI is the question.
I know that they exist, if only due to turing equivalency. Are there
design alternatives that don't require MI and have other desirable
characteristics like low complexity and low code duplication?
Probably, but without assimilating your entire body of source code its
hard to say what they are. And no, that's not an invitation for you
to dump your entire source base on me in this thread. My point is
that there are always design alternatives. Just because I don't show
you a design alternative that you like in this thread based off a tiny
window into your source base is not proof that no such alternative to
MI exists.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 24 '07 #39

"Mark Wilden" <mw*****@communitymtm.comwrote in message
news:Ol**************@TK2MSFTNGP02.phx.gbl...
"Ben Voigt [C++ MVP]" <rb*@nospam.nospamwrote in message
news:OU**************@TK2MSFTNGP05.phx.gbl...
>I think that's a misquote. Isn't it really "prefer aggregation over
_public_ inheritance"?

If anything, I think GoF would say "prefer aggregation over private
inheritance."
Well, I've always heard that _public_ inheritance must be restricted to
cases of is-a. But surely there are cases when protected inheritance is
appropriate but public is not. For instance, if you are exposing a readonly
collection to your users, it may be helpful to inherit a full featured
collection privately, but make only the get accessors visible. Sure, you
could use aggregation/forwarding, but here the object is-a readonly
collection and also is-a writable collection, depending on the user. That
to me just sounds like protected inheritance. Of course, you expose all the
mutation functionality to your creator/owner by returning a pair of pointers
from a factory method, one cast to the mutable base class and one not.

Sadly, none of this is possible in .NET.
Jul 24 '07 #40
Hello Zachary,

The theoretical problem I am familiar with is resolving the correct member
to invoke when a member with the same name is implemented by multiple base
classes. I have not seen other problems except optimization. If members with
same name are disallowed, what problems are you referring to? Specifically,
what are the problems with the Scala approach?

I chose the property grid example because it does not work with aggregation:

- each aggregated class requires the complexity of a new TypeConverter for
serialization and property grid issues

- within the property grid, the properties are no longer grouped by the
CategoryAttribute, but by the aggregate, as it must now use an expandable
TypeConverter

- select multiple same-typed objects in a designer, and try to modify
individual aggregate properties independently

- the right-click reset operation resets the entire aggregate, not the
individual properties within

- the end user cannot access the properties directly off the instance at run
time, instead of instance.X it becomes instance.aggregate.X

- for the aggregate, one has to decide if a read-only property is provided,
or a read-write property with value semantics for the aggregate class. A
read-only property works fine when the parent does not need to be notified
about modifications, but Visual Studio has problems serializing these. A
read-write property with value semantics for the aggregate class requires
operator==, etc.

The scala example illustrates some of the power of mixins over single
inheritance. Inheritance has advantages over aggregation, otherwise we have
no need for even single inheritance.

Regards,
Frank Hileman

check out VG.net: http://www.vgdotnet.com
Animated vector graphics system
Integrated Visual Studio graphics editor
"Zachary Turner" <di***********@gmail.comwrote in message
news:11**********************@i38g2000prf.googlegr oups.com...
It has problems in theory, not just in some implementations. If you
need to produce the situation described above, use aggregation and
write a simple one line property to return the aggregated class. One
extra line of code to eliminate a wide class of theoretical problems
is pretty darn good.

Jul 24 '07 #41
Hello,

I agree with the quote "designers overuse inheritance as a reuse
technique." One could qualify that by saying "inexperienced designers."

We should not conclude that aggregation is preferable to inheritance in all
contexts. Such a conclusion favors a "principle" (favor composition) over
the motivation behind the principle (inheritance abuse).

Not all use of inheritance is abuse. Mixins are no more susceptible to abuse
that other code reuse techniques. Ask people who work in languages with good
mixin support if mixins cause more problems than aggregation.

The Gof book is not a bible. It represents a set of opinions at a particular
point in history. At that point in time, static class diagrams (uml) were
becoming popular. People often assumed they needed to create the class
diagram up front, before implementing any of the leaves in the class
hierarchy.

Regards,
Frank Hileman

check out VG.net: http://www.vgdotnet.com
Animated vector graphics system
Integrated Visual Studio graphics editor

"Richard" <le*************@mail.xmission.comwrote in message
news:ei*************@TK2MSFTNGP06.phx.gbl...
"That leads us to our second principle of object-oriented design:

Favor object composition over class inheritance."

So, no, they're not weaselling their way out of it by qualifying it as
public inheritance.

They go on to say:

"[...] our experience is that designers overuse inheritance as a
reuse technique, and designs are often made more reusable (and
simpler) by depending more on object composition."

Jul 24 '07 #42
[Please do not mail me a copy of your followup]

"Frank Hileman" <fr******@no.spamming.prodigesoftware.comspake the secret code
<#M*************@TK2MSFTNGP02.phx.gblthusly:
>I agree with the quote "designers overuse inheritance as a reuse
technique." One could qualify that by saying "inexperienced designers."
I don't know that this qualification is of much use since everyone
starts out as an inexperienced designer. The problem I have seen is
that people build up bad habits while inexperienced and then after
having used these bad habits for a long time, they call themselves
experienced, yet they are still a poor designer.
>We should not conclude that aggregation is preferable to inheritance in all
contexts.
That's why its a *preference* and not an outright ban on inheritance.
>The Gof book is not a bible. [...]
There's no reason to get insulting by bringing religion into it.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>

Legalize Adulthood! <http://blogs.xmission.com/legalize/>
Jul 24 '07 #43
Well, I've always heard that _public_ inheritance must be restricted to
cases of is-a. But surely there are cases when protected inheritance is
appropriate but public is not. For instance, if you are exposing a
readonly collection to your users, it may be helpful to inherit a full
featured collection privately, but make only the get accessors visible.
Sure, you could use aggregation/forwarding, but here the object is-a
readonly collection and also is-a writable collection, depending on the
user. That to me just sounds like protected inheritance. Of course, you
expose all the mutation functionality to your creator/owner by returning a
pair of pointers from a factory method, one cast to the mutable base class
and one not.

Sadly, none of this is possible in .NET.
I don't think a language should restrict a user from doing this type of
thing but I personally find it extremely ugly. IMO (and it is a religious
issue) an interface is something that the "public" deals with and they
shoulsn't see anything else. If I use a vending machine to "download" a soft
drink, I want to see the interface only - coin slot, selection buttons,
change drop, etc. I don't want to see a second interface jutting out that
has meaning to the manufacuter only (even if I can't use it). It's unsightly
and confusing. The whole thing should be hidden which is not the case with
protected or private inheritance. Your own collection example is very ugly
in practice for instance (IMHO). This is because inheritance of this type
isn't normally done to extend a base class' behaviour by adding extra
functionality or even overriding existing behaviour. It's normally done to
support a new and specifc implementation meaning your new class requires its
own independent interface. A generic collection class for instance (say a
"vector" that actually supported derivation) will have many different
functions which become off-limits the moment I create a specific collection
of type T. My new collection is designed to handle T only which usually
involves very specific behaviour. It's not a "vector" from the user's
standpoint and shouldn't be seen that way. It's a collection of T and that's
how you want your users to see it (not as a "vector" even if it's
protected/private - it still violates the "is a" relationship from their
perspective). I also may not want them invoking the base class' "erase"
function, "capacity" function, "reserve" function, etc. I can inherit from
"vector" using "protected" or "private" and only expose what I want but
users can still see it's a "vector" which is an implementation detail they
shouldn't know about (especially since its functionality is off-limits). If
I add my own "erase" function for instance (maybe even calling it "delete")
then they'll now see two "erase" functions even if only one is accessible.
The entire situation is completely unnatural and confusing notwithstanding
the inconvenenience of aggregation since it requires new wrapper functions
you get for free using inheritance (although even with inheritance you may
need to replace a non-virtual base class function which leads to hiding
issues and/or dual functions in the derived class - this can result in
confusion and difficuties understanding the class even for those maintaining
it). Nevertheless, I readily acknowledge that aggregation is a maintenance
problem since you can wind up with many wrappers which often do little more
than delegate to others (resulting in code bloat, maintenance problems,
etc.).
Jul 24 '07 #44
Ben, you mentioned public, private and protected inheritance. My
understanding is that there is no conceivable use for protected inheritance,
and, indeed, Stroustrup felt that was a mistake.

///ark
Jul 24 '07 #45

"Larry Smith" <no_spam@_nospam.comwrote in message
news:es**************@TK2MSFTNGP04.phx.gbl...
>Well, I've always heard that _public_ inheritance must be restricted to
cases of is-a. But surely there are cases when protected inheritance is
appropriate but public is not. For instance, if you are exposing a
readonly collection to your users, it may be helpful to inherit a full
featured collection privately, but make only the get accessors visible.
>Sure, you could use aggregation/forwarding, but here the object is-a
readonly collection and also is-a writable collection, depending on the
user. That to me just sounds like protected inheritance. Of course, you
expose all the mutation functionality to your creator/owner by returning
a pair of pointers from a factory method, one cast to the mutable base
class and one not.

Sadly, none of this is possible in .NET.

I don't think a language should restrict a user from doing this type of
thing but I personally find it extremely ugly. IMO (and it is a religious
issue) an interface is something that the "public" deals with and they
shoulsn't see anything else. If I use a vending machine to "download" a
soft drink, I want to see the interface only - coin slot, selection
buttons, change drop, etc. I don't want to see a second interface jutting
out that has meaning to the manufacuter only (even if I can't use it).
It's unsightly and confusing. The whole thing should be hidden which is
not the case with protected or private inheritance. Your own collection
example is very ugly
You were completely right... up until here. Non-public inheritance is
hidden from the user. Only members can cast to a private/protected base
class.
in practice for instance (IMHO). This is because inheritance of this type
isn't normally done to extend a base class' behaviour by adding extra
functionality or even overriding existing behaviour. It's normally done to
support a new and specifc implementation meaning your new class requires
its own independent interface. A generic collection class for instance
(say a "vector" that actually supported derivation) will have many
different functions which become off-limits the moment I create a specific
collection of type T. My new collection is designed to handle T only which
usually involves very specific behaviour. It's not a "vector" from the
user's standpoint and shouldn't be seen that way. It's a collection of T
and that's how you want your users to see it (not as a "vector" even if
it's
That's how they would see it -- via the public interfaces it implements.
protected/private - it still violates the "is a" relationship from their
perspective). I also may not want them invoking the base class' "erase"
function, "capacity" function, "reserve" function, etc. I can inherit from
"vector" using "protected" or "private" and only expose what I want but
users can still see it's a "vector" which is an implementation detail they
How? Protected/private base classes are implementation details and as such
are hidden from the user.
shouldn't know about (especially since its functionality is off-limits).
If I add my own "erase" function for instance (maybe even calling it
"delete") then they'll now see two "erase" functions even if only one is
accessible.
Functions in derived classes with the same name but different signatures
hide base members, they do not overload. This is why.
The entire situation is completely unnatural and confusing notwithstanding
the inconvenenience of aggregation since it requires new wrapper functions
you get for free using inheritance (although even with inheritance you may
need to replace a non-virtual base class function which leads to hiding
issues and/or dual functions in the derived class - this can result in
confusion and difficuties understanding the class even for those
maintaining

The using statement is a lot easier to maintain than a whole barrage of
trivial forwarders.
it). Nevertheless, I readily acknowledge that aggregation is a maintenance
problem since you can wind up with many wrappers which often do little
more than delegate to others (resulting in code bloat, maintenance
problems, etc.).

Jul 24 '07 #46

"Mark Wilden" <mw*****@communitymtm.comwrote in message
news:%2****************@TK2MSFTNGP05.phx.gbl...
Ben, you mentioned public, private and protected inheritance. My
understanding is that there is no conceivable use for protected
inheritance, and, indeed, Stroustrup felt that was a mistake.
To specify the base class of a template class, where the exact class is
chosen by a descendant.

template <typename T>
class S : protected T
{
};

class R : S<std::vector<Q>>
{
};

Naturally the class choosing the base class should have access to it, but
with private inheritance, R couldn't use std::vector<Q>.
Jul 24 '07 #47
Hi Richard,

Sorry, I meant bible in the slang sense. GoF should not be considered a
source of absolute wisdom.

Frank

"Richard" <le*************@mail.xmission.comwrote in message
news:%2****************@TK2MSFTNGP02.phx.gbl...
>>The Gof book is not a bible. [...]

There's no reason to get insulting by bringing religion into it.

Jul 26 '07 #48

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