Interface (computing)

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In computing, an interface is a shared boundary across which two or more separate components of a computer system exchange information. The exchange can be between software, computer hardware, peripheral devices, humans, and combinations of these. [1] Some computer hardware devices, such as a touchscreen, can both send and receive data through the interface, while others such as a mouse or microphone may only provide an interface to send data to a given system. [2]

Contents

Hardware interfaces

Hardware interfaces of a laptop computer: Ethernet network socket (center), to the left a part of the VGA port, to the right (upper) a display port socket, to the right (lower) a USB-A socket. RJ-45 Ethernet socket on Lenovo T410 Laptop.jpg
Hardware interfaces of a laptop computer: Ethernet network socket (center), to the left a part of the VGA port, to the right (upper) a display port socket, to the right (lower) a USB-A socket.

Hardware interfaces exist in many components, such as the various buses, storage devices, other I/O devices, etc. A hardware interface is described by the mechanical, electrical, and logical signals at the interface and the protocol for sequencing them (sometimes called signaling). [3] A standard interface, such as SCSI, decouples the design and introduction of computing hardware, such as I/O devices, from the design and introduction of other components of a computing system, thereby allowing users and manufacturers great flexibility in the implementation of computing systems. [3] Hardware interfaces can be parallel with several electrical connections carrying parts of the data simultaneously or serial where data are sent one bit at a time. [4]

Software interfaces

A software interface may refer to a wide range of different types of interfaces at different "levels". For example, an operating system may interface with pieces of hardware. Applications or programs running on the operating system may need to interact via data streams, filters, and pipelines. [5] In object oriented programs, objects within an application may need to interact via methods. [6]

In practice

A key principle of design is to prohibit access to all resources by default, allowing access only through well-defined entry points, i.e., interfaces. [7] Software interfaces provide access to computer resources (such as memory, CPU, storage, etc.) of the underlying computer system; direct access (i.e., not through well-designed interfaces) to such resources by software can have major ramifications—sometimes disastrous ones—for functionality and stability.[ citation needed ]

Interfaces between software components can provide constants, data types, types of procedures, exception specifications, and method signatures. Sometimes, public variables are also defined as part of an interface. [8]

The interface of a software module A is deliberately defined separately from the implementation of that module. The latter contains the actual code of the procedures and methods described in the interface, as well as other "private" variables, procedures, etc. Another software module B, for example the client to A, that interacts with A is forced to do so only through the published interface. One practical advantage of this arrangement is that replacing the implementation of A with another implementation of the same interface should not cause B to fail—how A internally meets the requirements of the interface is not relevant to B, which is only concerned with the specifications of the interface. (See also Liskov substitution principle.)[ citation needed ]

In object-oriented languages

In some object-oriented languages, especially those without full multiple inheritance, the term interface is used to define an abstract type that acts as an abstraction of a class. It contains no data, but defines behaviours as method signatures. A class having code and data for all the methods corresponding to that interface and declaring so is said to implement that interface. [9] Furthermore, even in single-inheritance-languages, one can implement multiple interfaces, and hence can be of different types at the same time. [10]

An interface is thus a type definition; anywhere an object can be exchanged (for example, in a function or method call) the type of the object to be exchanged can be defined in terms of one of its implemented interfaces or base-classes rather than specifying the specific class. This approach means that any class that implements that interface can be used.[ citation needed ] For example, a dummy implementation may be used to allow development to progress before the final implementation is available. In another case, a fake or mock implementation may be substituted during testing. Such stub implementations are replaced by real code later in the development process.

Usually, a method defined in an interface contains no code and thus cannot itself be called; it must be implemented by non-abstract code to be run when it is invoked.[ citation needed ] An interface called " Stack " might define two methods: push() and pop(). It can be implemented in different ways, for example, FastStack and GenericStack—the first being fast, working with a data structure of fixed size, and the second using a data structure that can be resized, but at the cost of somewhat lower speed.

Though interfaces can contain many methods, they may contain only one or even none at all. For example, the Java language defines the interface Readable that has the single read() method; various implementations are used for different purposes, including BufferedReader, FileReader, InputStreamReader, PipedReader, and StringReader. Marker interfaces like Serializable contain no methods at all and serve to provide run-time information to generic processing using Reflection. [11]

Programming to the interface

The use of interfaces allows for a programming style called programming to the interface. The idea behind this approach is to base programming logic on the interfaces of the objects used, rather than on internal implementation details. Programming to the interface reduces dependency on implementation specifics and makes code more reusable. [12]

Pushing this idea to the extreme, inversion of control leaves the context to inject the code with the specific implementations of the interface that will be used to perform the work.

User interfaces

A user interface is a point of interaction between a computer and humans; it includes any number of modalities of interaction (such as graphics, sound, position, movement, etc.) where data is transferred between the user and the computer system.

See also

Related Research Articles

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In software engineering and computer science, abstraction is the process of generalizing concrete details, such as attributes, away from the study of objects and systems to focus attention on details of greater importance. Abstraction is a fundamental concept in computer science and software engineering, especially within the object-oriented programming paradigm. Examples of this include:

<span class="mw-page-title-main">Library (computing)</span> Collection of non-volatile resources used by computer programs

In computer science, a library is a collection of non-volatile resources used by computer programs, often for software development. These may include configuration data, documentation, help data, message templates, pre-written code and subroutines, classes, values or type specifications. In IBM's OS/360 and its successors they are referred to as partitioned data sets.

In computer science, an object can be a variable, a data structure, a function, or a method. As regions of memory, objects contain a value and are referenced by identifiers.

In software systems, encapsulation refers to the bundling of data with the mechanisms or methods that operate on the data. It may also refer to the limiting of direct access to some of that data, such as an object's components. Essentially, encapsulation prevents external code from being concerned with the internal workings of an object.

A method in object-oriented programming (OOP) is a procedure associated with an object, and generally also a message. An object consists of state data and behavior; these compose an interface, which specifies how the object may be used. A method is a behavior of an object parametrized by a user.

In computer science, separation of concerns is a design principle for separating a computer program into distinct sections. Each section addresses a separate concern, a set of information that affects the code of a computer program. A concern can be as general as "the details of the hardware for an application", or as specific as "the name of which class to instantiate". A program that embodies SoC well is called a modular program. Modularity, and hence separation of concerns, is achieved by encapsulating information inside a section of code that has a well-defined interface. Encapsulation is a means of information hiding. Layered designs in information systems are another embodiment of separation of concerns.

In programming language theory and type theory, polymorphism is the use of a single symbol to represent multiple different types.

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In object-oriented programming, inheritance is the mechanism of basing an object or class upon another object or class, retaining similar implementation. Also defined as deriving new classes from existing ones such as super class or base class and then forming them into a hierarchy of classes. In most class-based object-oriented languages like C++, an object created through inheritance, a "child object", acquires all the properties and behaviors of the "parent object", with the exception of: constructors, destructors, overloaded operators and friend functions of the base class. Inheritance allows programmers to create classes that are built upon existing classes, to specify a new implementation while maintaining the same behaviors, to reuse code and to independently extend original software via public classes and interfaces. The relationships of objects or classes through inheritance give rise to a directed acyclic graph.

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  2. A collection of objects or classes through which a program can examine and manipulate some specific parts of its world. In other words, the object-oriented interface to some service or system. Such an interface is said to be the object model of the represented service or system. For example, the Document Object Model (DOM) is a collection of objects that represent a page in a web browser, used by script programs to examine and dynamically change the page. There is a Microsoft Excel object model for controlling Microsoft Excel from another program, and the ASCOM Telescope Driver is an object model for controlling an astronomical telescope.
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<span class="mw-page-title-main">API</span> Software interface between computer programs

An application programming interface (API) is a way for two or more computer programs to communicate with each other. It is a type of software interface, offering a service to other pieces of software. A document or standard that describes how to build or use such a connection or interface is called an API specification. A computer system that meets this standard is said to implement or expose an API. The term API may refer either to the specification or to the implementation. Whereas a system's user interface dictates how its end-users interact with the system in question, its API dictates how to write code that takes advantage of that system's capabilities.

This glossary of computer science is a list of definitions of terms and concepts used in computer science, its sub-disciplines, and related fields, including terms relevant to software, data science, and computer programming.

References

  1. Hookway, B. (2014). "Chapter 1: The Subject of the Interface". Interface. MIT Press. pp. 1–58. ISBN   9780262525503.
  2. IEEE 100 - The Authoritative Dictionary Of IEEE Standards Terms. NYC, NY, USA: IEEE Press. 2000. pp. 574–575. ISBN   9780738126012.
  3. 1 2 Blaauw, Gerritt A.; Brooks, Jr., Frederick P. (1997), "Chapter 8.6, Device Interfaces", Computer Architecture-Concepts and Evolution, Addison-Wesley, pp. 489–493, ISBN   0-201-10557-8 See also: Patterson, David A.; Hennessey, John L. (2005), "Chapter 8.5, Interfacing I/O Devices to the Processor, Memory and Operating System", Computer Organization and Design - The Hardware/Software Interface, Third Edition , Morgan Kaufmann, pp.  588–596, ISBN   1-55860-604-1
  4. Govindarajalu, B. (2008). "3.15 Peripheral Interfaces and Controllers - OG". IBM PC And Clones: Hardware, Troubleshooting And Maintenance. Tata McGraw-Hill Publishing Co. Ltd. pp. 142–144. ISBN   9780070483118 . Retrieved 15 June 2018.
  5. Buyya, R. (2013). Mastering Cloud Computing. Tata McGraw-Hill Education. p. 2.13. ISBN   9781259029950.
  6. Poo, D.; Kiong, D.; Ashok, S. (2008). "Chapter 2: Object, Class, Message and Method". Object-Oriented Programming and Java. Springer-Verlag. pp. 7–15. ISBN   9781846289637.
  7. Bill Venners (2005-06-06). "Leading-Edge Java: Design Principles from Design Patterns: Program to an interface, not an implementation - A Conversation with Erich Gamma, Part III". artima developer. Archived from the original on 2011-08-05. Retrieved 2011-08-03. Once you depend on interfaces only, you're decoupled from the implementation. That means the implementation can vary, and that is a healthy dependency relationship. For example, for testing purposes you can replace a heavy database implementation with a lighter-weight mock implementation. Fortunately, with today's refactoring support you no longer have to come up with an interface up front. You can distill an interface from a concrete class once you have the full insights into a problem. The intended interface is just one 'extract interface' refactoring away. ...
  8. Patterson, D.A.; Hennessy, J.L. (7 August 2004). Computer Organization and Design: The Hardware/Software Interface (3rd ed.). Elsevier. p. 656. ISBN   9780080502571.
  9. "What Is an Interface". The Java Tutorials. Oracle. Archived from the original on 2012-04-12. Retrieved 2012-05-01.
  10. "Interfaces". The Java Tutorials. Oracle. Archived from the original on 2012-05-26. Retrieved 2012-05-01.
  11. "Performance improvement techniques in Serialization". Precise Java. Archived from the original on 2011-08-24. Retrieved 2011-08-04. We will talk initially about Serializable interface. This is a marker interface and does not have any methods.
  12. Gamma; Helm; Johnson; Vlissides (1995). Design Patterns: Elements of Reusable Object-Oriented Software . Addison Wesley. pp.  17–18. ISBN   9780201633610.