Week 5: Notes

There was no lecture or tutorial this week.

Our topics for this week are inheritance and the C# collection classes. They are discussed in our textbook Essential C# 7.0 (Chapter 7 "Inheritance"; Chapter 17 "Building Custom Collections": Primary Collection Classes) and are also covered in Programming C# 8.0 (Chapter 5 "Collections"; Chapter 6 "Inheritance").

Here are some additional notes.

inheritance

C# (along with most other object-oriented languages) supports inheritance, a mechanism that allows a class to extend another class and to change its behavior. Interfaces may be inherited as well. We have already seen inheritance in Programming 1, where we briefly discussed inheritance between classes in Python. However we will emphasize inheritance more in Programming 2, for several reasons. Inheritance plays a major role in the C# collection class library and in other popular class libraries such as graphical interface toolkits. Furthermore, in Programming 2 we will start to write larger programs in which we may have our own uses for inheritance.

Let's begin looking at inheritance in C# using an example that you may recall from our discussion of inheritance in Python. Suppose that we have a simple C# class that implements a fixed-size stack of values of type double:

class Stack {
  double[] a;
  int count;
  
  public Stack(int maxSize) {
    a = new double[maxSize];
  }
  
  public void push(double d) {
    a[count] = d;
    count += 1;
  }
  
  public double pop() {
    count -= 1;
    return a[count];
  }

  public bool isEmpty => count == 0;
}

We'd now like to write a class AvgStack that is like Stack, but has an additional method average() that can report the average value of the numbers that are currently on the stack. We would like average() to run in O(1). To achieve that, AvgStack will keep track of the current total of all numbers on the stack, so that it can compute the average instantly by dividing the total by the count.

We can write AvgStack using inheritance. Here is an implementation:

class AvgStack : Stack {
  double total;
  
  public AvgStack(int maxSize) : base(maxSize) {
  }
  
  public override void push(double d) {
    base.push(d);
    total += d;
  }
  
  public override double pop() {
    double d = base.pop();
    total -= d;
    return d;
  }
  
  public double average() => total / count;
}

Let's look at this code in some detail. The notation class AvgStack : Stack means that the class AvgStack inherits from Stack. (You will notice that this is just like the syntax for indicating that a class implements an interface.) In this situation, we say that Stack is the superclass (or parent class or base class), and AvgStack is a subclass (or derived class).

AvgStack has a public constructor that takes a single argument maxSize, just like the parent class. The notation : base(maxSize) means that the AvgStack constructor chains to the base class constructor – in other words, it calls the base class constructor, passing it the same value of maxSize that it itself received. (You will recall that we previously saw similar syntax for chaining to a different constructor in the same class. When chaining to a constructor in the same class, we write : this(); when chaining to a constructor in the base class, we write : base().)

The AvgStack constructor does not need to initialize the total field to 0.0, since 0.0 is the default value for fields of type double.

AvgStack overrides the push and pop methods from its parent class. That means that AvgStack provides its own implementation of these methods. In the push() method, AvgStack calls base.push(d) to call the same-named method in the base class. It then runs total += d to update the running total. pop() is similar.

Note that if you attempt to build the Stack and AvgStack classes as written above, the code will not compile! We need to make two changes to the base class Stack:

1. We must modify the push() and pop() methods to be virtual:

  public virtual void push(double d) {
    a[count] = d;
    count += 1;
  }
  
  public virtual double pop() {
    count -= 1;
    return a[count];
  }

In C#, a subclass may only override base class methods if they are virtual. (This is a significant difference from Java, where any method may be overridden.)

2. We must modify the count field in the base class to be protected:

  protected int count;    // in Stack class

That is because the average() method in AvgStack accesses count:

  public double average() => total / count;   // in AvgStack class

In C#, the default access level for any member (e.g. field, method) is private. So if we use the simple declaration "int count;", then count will be private, which means that it will accessible only within its own class. A protected member, by constract, is accessible within its own class and within any subclasses. Finally, as we have seen before, a member marked as public is accessible from anywhere.

using base and derived types

Now that we have written a parent class Stack and subclass AvgStack, let's use them. We can create instances of each of these classes as follows:

Stack s = new Stack(100);         // create a Stack
AvgStack t = new AvgStack(100);   // create an AvgStack

How about the following – will this work?

AvgStack t = new Stack(100);    // does not compile

We are creating a Stack, and attempting to store it in a variable of type AvgStack. The code will not compile. If t has type AvgStack, then it cannot hold this object because a Stack is not an AvgStack. In general, an instance of a superclass (Stack) is not an instance of a subclass (AvgStack) because it doesn't have the extended capabilities that the subclass provides.

On the other hand, consider this:

Stack s = new AvgStack(100);   // works OK

This code will compile: a variable of type Stack can hold an AvgStack, because an AvgStack is a kind of Stack. In general, an instance of a subclass counts as an instance of its superclass (or of any ancestor class).

Now, however: what happens if we invoke a method through a variable whose type is the superclass? In other words, how will the following code behave?

Stack s = new AvgStack(100);
for (double d = 0.0 ; d < 10.0 ; d += 1.0)
  s.push(d);   // which push() will this call?

Which implementation of push() will be invoked by the code above – the implementation in Stack, or in the subclass AvgStack?

The code will call the implementation in AvgStack. Even though the object is held in a variable of type Stack, it is actually an AvgStack. A call to a virtual method is resolved based on an object's actual class – the type of the variable holding the object is irrelevant.

The assigment Stack s = new AvgStack(100) works because the type AvgStack is implicitly convertible to Stack. Because of this phenomenon, we may write a method that works on Stack objects and may pass it instances of the AvgStack subclass. For example:

static void empty(Stack s) {
  while (!s.isEmpty)
    Console.WriteLine(s.pop());
}

We may pass an AvgStack to this method:

AvgStack s = new AvgStack(100);
for (double d = 0.0 ; d < 10.0 ; d += 1.0)
  s.push(d);
empty(s);

We have seen that C# will implicitly convert from a subclass to a superclass type. In the other direction, C# provides an explicit conversion that we can access via a type cast. For example:

Stack s = new AvgStack(100);
AvgStack t = (AvgStack) s;    // explicit conversion

We can use an explicit conversion to a subclass type when we are sure that a variable holds a object of that subclass. On the other hand, if the object does not actually belong to the subclass then the program will exit with an exception:

Stack s = new Stack(100);
AvgStack t = (AvgStack) s;  // compiles, but will throw an exception when run

abstract classes and methods

Suppose that we'd like to write generic classes that implement several kinds of collections:

Furthemore we would like to use these classes somewhat interchangeably, so we'd like them all to provide a common set of members:

The add() and remove() methods will work differently in the different classes. For example, in a Queue<T> the remove() method will remove the element that was added first, whereas in a PriorityQueue<T> it will remove the smallest value.

We could write all these classes independently. But since they share some common functionality, it might be nicer to use inheritance so that we can write the common code only once. However, none of these classes can reasonably inherit from each other. (Perhaps a priority queue sounds like a particular kind of queue, but the data structure for implementing a priority queue (e.g. a binary heap) will be completely different from the data structure for implementing a FIFO queue (e.g. a linked list), and so PriorityQueue<T> should really not inherit from Queue<T>.)

Instead, a better idea is to write a top-level class Collection that can serve as a superclass for all of these classes. Then we can implement the common functionality in the Collection class. Of course, it would make no sense to create an object of class Collection; the only purpose of Collection is for other classes to derive from this. So we will mark Collection as an abstract class. An abstract class cannot be instantiatedthat is to say, you cannot create an instance of it. Furthermore, an abstract class can have abstract methods, which have no implementation: a concrete derived class must provide an implementation of these methods.

Here is the base class Collection<T>:

abstract class Collection<T> {
  protected int _count;
  
  protected Collection() { }
  
  protected Collection(T[] a) {
    foreach (T val in a)
      add(val);
  }

  public int count => _count;
  
  public bool isEmpty => _count == 0;

  protected abstract void _add(T val);
  protected abstract T _remove();

  public void add(T a) {
    _add(a);
    _count += 1;
  }
  
  public T remove() {
    T val = _remove();
    _count -= 1;
    return val;
  }
}

The field _count holds the number of elements in a collection. Its name is preceded with an underscore to distinguish it from the public read-only count property. The class has two constructors: one creates an empty Collection and another initializes a Collection with elements from an array. The constructors are protected, not public, since they will only be called by subclasses.

The public methods add() and remove() call the abstract methods _add() and _remove() to perform the actual work of adding and removing elements from a collection. Notice that these methods have no implementation; they will be implemented by each subclass.

Here is a subclass Queue<T> that implements a FIFO queue using a linked list:

class Node<T> {
  public T val;
  public Node<T> next;
  
  public Node(T val) { this.val = val; }
}

class Queue<T> : Collection<T> {
  Node<T> head, tail;
  
  public Queue() { }
  
  public Queue(T[] a) : base(a) { }
  
  protected override void _add(T val) {
    if (head == null)
      head = tail = new Node<T>(val);
    else {
      tail.next = new Node<T>(val);
      tail = tail.next;
    }
  }
  
  protected override T _remove() {
    T val = head.val;
    head = head.next;
    return val;
  }
}

Notice that we must write override when implementing an abstract method.

I will not provide implementations of the other subclasses. Hopefully it is clear enough, however, that the functionality in the top-level Collection<T> class could reasonably be shared by all subclasses.

You may notice some similarities between abstract classes and interfaces. In particular, they can each specify methods which need to be implemented by concrete classes. There are some differences, however: abstract classes may contain fields and constructors, and interfaces may not. An interface is something like an abstract class that only declares a set of abstract methods.

Object class

All C# class automatically inherit from a top-level class called Object which contains a modest number of methods that are shared by all objects. One of these methods is ToString:

virtual string ToString ();

C# automatically calls this method when it needs to convert any object to a string, for example when writing an object to the console:

Window w = new Window();

Console.WriteLine(w);   // will automatically call w.ToString()

The default implementation of ToString simply returns the name of the class, so the above code will write

Window

You can override ToString() in your own classes if you'd like to change their printed representation. (ToString() is like the __repr magic method in Python, which you may remember.)

Object contains a couple of other methods (Equals, GetHashCode) that we will consider when we discuss the C# collection classes below.

interface inheritance

Up to now we have only discussed inheritance between classes. C# also allows an interface to inherit from another interface. An inheriting interface has all the members of its parent interface, and can add additional members of its own. Here is a somewhat abstract example:

interface Shape {
  double perimeter();
  double area();
}

interface Polygon : Shape {
  int num_vertices { get; }
}

class Circle : Shape {  }

class Rectangle : Polygon {  }

class Triangle : Polygon {  }

In this example, a Shape represents a shape in two dimensions and a Polygon is a Shape that has a finite number of vertices. Because the Triangle class implements Polygon, it must provide an implementation of num_vertices as well as of the perimeter() and area() methods.

single and multiple inheritance

C# provides

This particular combination was popularized by Java. Many object-oriented languages (including Python) have a more general mechanism: they have multiple class inheritance, so that one class may have several immediate superclasses. That is more powerful, but creates various complexities that C# avoids through its simpler model.

The C# collection classes

LIke many object-oriented languages, C# contains a set of collection classes in its standard library. These classes implement common data structures such as stacks, queues and hash tables. They are generic and make use of inheritance.

Here is a picture of the class hierarchy of some of the major collection classes and interfaces:

%3

All of these classes and interfaces live in the namespace System.Collections.Generic.

In the picture, an arrow from A to B means that B implements or inherits from A.

All entities above whose names begin with the letter I (e..g ICollection, IDictionary) are interfaces. This is a standard naming convention in the C# standard library.

The picture above includes the following classes:

You can read more details about these classes and interfaces in our Quick Library Reference. Note that you will need to follow the class hierarchy in order to find all the members available in each of these classes. For example, the methods available in List<T> include not only the ones listed under List<T> in the library reference, but also those listed under IList<T> and ICollection<T>, since List<T> implements those interfaces.

You can read even more details about the collection classes (including various classes not depicted above) in the official .NET API documentation.

Notice that all collection classes ultimately inherit from an interface IEnumerable<T>. This interface contains various methods that allow the foreach statement to iterate over a collection's values. We will not discuss these methods at this point, but you should certainly be aware that you can use foreach to iterate over any collection.

You will want to become fluent in using these collection classes. With them, you finally have easy access to the same useful data structures that we often used in Python, i.e. lists, sets and dictionaries.

Dictionaries in particular are quite useful, so let's look at the Dictionary<K, V> class a bit more. As you can see in the documentation, Dictionary<K, V> implements the interface IDictionary<K, V>, which in turn implements the interface ICollection<KeyValuePair<K, V>>. This means that a dictionary is a collection of key-value pairs. You can use foreach to iterate over a dictionary, and each element you get back will be a KeyValuePair<K, V>. Each KeyValuePair in turn has properties Key and Value. For example:

    Dictionary<string, int> d = new Dictionary<string, int>();
    d["yellow"] = 10;
    d["red"] = 15;
    d["blue"] = 20;
    
    foreach (KeyValuePair<string, int> p in d)
        WriteLine($"key = {p.Key}, value = {p.Value}");

overriding Equals and GetHashCode

Suppose that we have a class Vector representing a vector in an arbitrary number of dimensions:

class Vector {
  double[] a;
  
  public Vector(params double[] a) { this.a = a; }
}

We could certainly add more methods to obtain the length of a vector, add two vectors, and so on, but those are not important for our discussion here.

Let's create a HashSet<Vector> and add a couple of vectors to it:

HashSet<Vector> s = new HashSet<Vector>();
s.Add(new Vector(1.0, 2.0, 3.0));
s.Add(new Vector(3.0, 4.0, 5.0));

OK – so far so good. Now let's test whether the vector (1.0 2.0 3.0) is in the set:

WriteLine(s.Contains(new Vector(1.0, 2.0, 3.0)));
==> False

Contains has reported that the set does not contain that vector! The problem is that the HashSet does not consider the first vector we added to be equal to the vector we passed to Contains(), despite the fact that they contain the same numbers. So how can we tell HashSet that they should be equal?

As we briefly mentioned above, the top-level Object class contains a method Equals:

virtual bool Equals (object obj);  // return true if this object equals (obj)

HashSet calls this method to determine whether two objects are equal. By default, Equals just tests for reference equality, i.e. it returns true only if two objects are actually one and the same object. But we can override Equals in our class to specify a different notion of equality:

public override bool Equals(object o) {
    if (!(o is Vector))
      return false;

    Vector w = (Vector) o;
    
    if (a.Length != w.a.Length)
      return false;
      
    for (int i = 0 ; i < a.Length ; ++i)
      if (a[i] != w.a[i])
        return false;
    
    return true;
  }

Our comparison method first returns false if o is not actually a Vector. (This is a sneak preview of the is operator, which will we will study next week). Assuming that it is, we use a type cast to convert to a Vector, and then compare the vectors element by element.

Now the HashSet class should consider any two vectors with the same components to be identical. However overriding Equals is not sufficient. In fact, it we build the code above then the compiler warns us that we have another task to complete:

prog.cs(4,7): warning CS0659: 'Vector' overrides Object.Equals(object o) but does not override Object.GetHashCode()

As the compiler has suggested, we should also override the GetHashCode() method, which also belongs to the top-level Object class, and has this signature:

virtual int GetHashCode ();

Why must we override GetHashCode() whenever we override Equals()? The default implementation of GetHashCode() computes hash codes that might be different for any two different objects. But if two objects are considered equal by Equals(), such as two different Vector objects that have identical components, then they must have the same hash code so that a hash table implementation (such as HashSet) will look for them in the same hash bucket. This should make sense to you based on our study of hash tables in Intro to Algorithms. (And in fact you may remember that we encountered this same phenomenon in Python, where we needed to implement a magic method __hash() if we implemented a custom equality operator for a class.)

So let's expand our Equals class with a GetHashCode() method. For an aggregate object such as a Vector, the easiest approach is to combine the hash codes of the underlying values in some way. For example:

  public override int GetHashCode() {
    long hash = 0;
    
    foreach (double d in a)
      hash = hash * 1000003 + d.GetHashCode();
    return (int) hash;
  }

(You might recognize the prime constant 1,000,003 above from our discussion of hash functions in Introduction to Algorithms last semester.)

Now there are no compiler warnings, and looking up a Vector in a HashSet has the expected result:

HashSet<Vector> s = new HashSet<Vector>();
s.Add(new Vector(1.0, 2.0, 3.0));
s.Add(new Vector(3.0, 4.0, 5.0));
   
WriteLine(s.Contains(new Vector(1.0, 2.0, 3.0)));

==> True