Interfaces...slightly confused =S

Hey all
Basically Iv got a board game that mostly uses just ordinary classes but now im trying to introduce interfaces so that testing can be done easily...However I'm not sure how to go about naming these or even how to set them up properly. For example:
Currently I have a CardStack class and this is used for objects whenever there is a need for a representation of a bunch of card....if I was to introduce an interface one options would be like so:
- Have a CardStack interface
- Have a AvailableCards implement CardStack
- Have a DiscardedCards implement CardStack
- Have a PlayerCards implement CardStack
But now those three implementation use a lot of duplicated code since they have almost the same methods (pop, push, add, remove, get, etc.) so it seems pointless to have this CardStack interface =S might have as well used inheritance instead of an interface no? Or even just stick to how I had it before...I guess another way would be to have a Stack interface and a CardStack implement this Stack interface? But now what will I have as the return types/parameter types that the interface's methods use? They can use
Card for example but then if I want to implement a PigStack rather than a CardStack I'm doomed.
So yeh im not too sure on how to go about incorporating interfaces like this...any help?
Also sorry for the long post!

kman91 wrote:
hmm...but I don't see how having getters will make it any better? I mean now your just passing the reference to the private field, essentially giving it full access (just cant overwrite it) now.First of all, you need not provide a setter. For example, it's easily possible that only the Board itself needs to set the variable. In that case you can provide a getter but no setter.
Also, you can do stuff other than just returning the variable in the getter: you can log access, count access, deny access (by throwing an exception) or returning a wrapper object.
The thing is there will be alot of methods (and apparently thats a design smell)"Design smell" does not necessarily mean that it's a bad thing, it just means that it's something to investigate (as you're doing it right now!)
since each card has an action that can be activated that can do a whole variety of things.Really? If each card has an action, then i'd expect a single invokeAction() method on the Card class with multiple different implementatons. How do you have multiple methods on a single class because of this?

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