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    I don't understand. Unless players are dynamically extending classes while the game is running, how could this be used to cheat? This would imply that you're importing untrusted code into your codebase. If you are saying that you giving students compiled classes and preventing them from cheating in their assignment by modifying implementation details, setting a protection level isn't going to make the assignment any more secure. Students can decompile libraries or use reflection to their advantage. This of course depends on the level of enforcement you are after. Commented Mar 13, 2016 at 0:30
  • @sam Generally code should be written with the assumption that whoever modifies it next won't need to know the entire codebase inside out. That could even be the original author at times (time passing, lack of sleep...). Cheating could be students being given skeleton code to flesh out, and changing logic they shouldn't touch. Commented Mar 16, 2016 at 14:17