.NET Concepts

Garbage Collection

  • Garbage collection is the mechanism that reclaims the memory resources of an object when it is no longer referenced by a variable.
  • .Net Runtime performs automatically performs garbage collection, however you can force the garbage collection to run at a certain point in your code by calling System.GC.Collect().
  • Advantage of Garbage collection : It prevents programming error that could otherwise occur by incorrectly deleting or failing to delete objects.

Enumeration

Enumeration improves code readability. It also helps in avoiding typing mistake.


Concept of Heap and Stack

Local Variables

Stack

Free Memory
(Larger Memory Area than Stack).
Heap
Global Variables
Permanent Storage area
Program Instruction
The Program Instruction and Global and Static variables are stored in a region known as permanent storage area and the local variables are stored in another area called stack. The memory space located between these two regions is available for dynamic memory allocation during execution of program. This free memory region is called heap. The size of heap keeps on changing when program is executed due to creation and death of variables that are local to functions and blocks. Therefore, it is possible to encounter memory “overflow” during dynamic allocation process.

Value Type and Reference Type
A variable is value type or reference type is solely determined by its data type.
Eg: int, float, char, decimal, bool, decimal, struct, etc are value types, while object type such as class, String, Array, etc are reference type.

Value Type

As name suggest Value Type stores “value” directly.
For eg:
//I and J are both of type int
I = 20;
J = I;
int is a value type, which means that the above statements will results in two locations in memory.
For each instance of value type separate memory is allocated.
Stored in a Stack.
It Provides Quick Access, because of value located on stack.

Reference Type

As name suggest Reference Type stores “reference” to the value.
For eg:
Vector X, Y; //Object is defined. (No memory is allocated.)
X = new Vector(); //Memory is allocated to Object. //(new is responsible for allocating memory.)
X.value = 30; //Initialising value field in a vector class.
Y = X; //Both X and Y points to same memory location. //No memory is created for Y.
Console.writeline(Y.value); //displays 30, as both points to same memory
Y.value = 50;
Console.writeline(X.value); //displays 50.
Note: If a variable is reference it is possible to indicate that it does not refer to any object by setting its value to null;
Reference type are stored on Heap.
It provides comparatively slower access, as value located on heap.
ref keyword
Passing variables by value is the default. However, we can force the value parameter to be passed by reference. Note: variable “must” be initialized before it is passed into a method.
out keyword
out keyword is used for passing a variable for output purpose. It has same concept as ref keyword, but passing a ref parameter needs variable to be initialized while out parameter is passed without initialized.
It is useful when we want to return more than one value from the method.
Note: You must assigned value to out parameter in method body, otherwise the method won’t compiled.

Boxing and Un-Boxing

Boxing: means converting value-type to reference-type.
Eg:
int I = 20;
string s = I.ToSting();
UnBoxing: means converting reference-type to value-type.
Eg:
int I = 20;
string s = I.ToString(); //Box the int
int J = Convert.ToInt32(s); //UnBox it back to an int.
Note: Performance Overheads due to boxing and unboxing as the boxing makes a copy of value type from stack and place it inside an object of type System.Object in the heap.

Inheritance

The process of sub-classing a class to extend its functionality is called Inheritance.
It provides idea of reusability.
Order of Constructor execution in Inheritance
constructors are called in the order from the top to the bottom (parent to child class) in inheritance hierarchy.
Order of Destructor execution in Inheritance
The destructors are called in the reverse order, i.e., from the bottom to the top (child to parent class) in the inheritance hierarchy.
What are Sealed Classes in C#?The sealed modifier is used to prevent derivation from a class. A compile-time error occurs if a sealed class is specified as the base class of another class. (A sealed class cannot also be an abstract class)

Can you prevent your class from being inherited by another class?Yes. The keyword “sealed” will prevent the class from being inherited.

Can you allow a class to be inherited, but prevent the method from being over-ridden?Yes. Just leave the class public and make the method sealed.

Fast Facts of Inheritance

Multiple inheritance of classes is not allowed in C#.
In C# you can implements more than one interface, thus multiple inheritance is achieved through interface.
The Object class defined in the System namespace is implicitly the ultimate base class of all the classes in C# (and the .NET framework)
Structures (struct) in C# does not support inheritance, it can only implements interfaces.

Polymorphism

Polymorphism means same operation may behave differently on different classes.
Eg:
Method Overloading is an example of Compile Time Polymorphism.
Method Overriding is an example of Run Time Polymorphism
Does C#.net supports multiple inheritance?
No. A class can inherit from only one base class, however a class can implements many interface, which servers some of the same purpose without increasing complexity.
How many types of Access Modifiers.
1) Public – Allows the members to be globally accessible.
2) Private – Limits the member’s access to only the containing type.
3) Protected – Limits the member’s access to the containing type and all classes derived from the containing type.
4) Internal – Limits the member’s access to within the current project.

Method Overloading

Method with same name but with different arguments is called method overloading.
Method Overloading forms compile-time polymorphism.
Eg:
class A1
{
void hello()
{ Console.WriteLine(“Hello”); }
void hello(string s)
{ Console.WriteLine(“Hello {0}”,s); }
}

Method Overriding

Method overriding occurs when child class declares a method that has the same type arguments as a method declared by one of its superclass.
Method overriding forms Run-time polymorphism.
Note: By default functions are not virtual in C# and so you need to write “virtual” explicitly. While by default in Java each function are virtual.
Eg1:
Class parent
{
virtual void hello()
{ Console.WriteLine(“Hello from Parent”); }
}
Class child : parent
{
override void hello()
{ Console.WriteLine(“Hello from Child”); }
}
static void main()
{
parent objParent = new child();
objParent.hello();
}
//Output
Hello from Child.

Virtual Method

By declaring base class function as virtual, we allow the function to be overridden in any of derived class.
Eg:
Class parent
{
virtual void hello()
{ Console.WriteLine(“Hello from Parent”); }
}
Class child : parent
{
override void hello()
{ Console.WriteLine(“Hello from Child”); }
}
static void main()
{
parent objParent = new child();
objParent.hello();
}
//Output
Hello from Child.

Monday, May 7, 2007

Concept of Interface

What is Interface
  • An Interface is a group of constants and method declaration.
  • .Net supports multiple inheritance through Interface.
  • Interface states “what” to do, rather than “how” to do.
  • An interface defines only the members that will be made available by an implementing object. The definition of the interface states nothing about the implementation of the members, only the parameters they take and the types of values they will return. Implementation of an interface is left entirely to the implementing class. It is possible, therefore, for different objects to provide dramatically different implementations of the same members.
  • Example1, the Car object might implement the IDrivable interface (by convention, interfaces usually begin with I), which specifies the GoForward, GoBackward, and Halt methods. Other classes, such as Truck, Aircraft, Train or Boat might implement this interface and thus are able to interact with the Driver object. The Driver object is unaware of which interface implementation it is interacting with; it is only aware of the interface itself.
  • Example2, an interface named IShape, which defines a single method CalculateArea. A Circle class implementing this interface will calculate its area differently than a Square class implementing the same interface. However, an object that needs to interact with an IShape can call the CalculateArea method in either a Circle or a Square and obtain a valid result.
  • Practical Example
public interface IDrivable
{
void GoForward(int Speed);
}

public class Truck : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}

public class Aircraft : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}

public class Train : IDrivable
{
public void GoForward(int Speed)
{
// Implementation omitted
}
}


Extra
  • Each variable declared in interface must be assigned a constant value.
  • Every interface variable is implicitly public, static and final.
  • Every interface method is implicitly public and abstract.
  • Interfaces are allowed to extends other interfaces, but sub interface cannot define the methods declared in the super interface, as sub interface is still interface and not class.
  • If a class that implements an interface does not implements all the methods of the interface, then the class becomes an abstract class and cannot be instantiated.
  • Both classes and structures can implement interfaces, including multiple interfaces.

Making choice between Interface and Abstract Class

In which Scenario you will go for Interface or Abstract Class?
Interfaces, like classes, define a set of properties, methods, and events. But unlike classes, interfaces
do not provide implementation. They are implemented by classes, and defined as separate entities from
classes. Even though class inheritance allows your classes to inherit implementation from a base class, it
also forces you to make most of your design decisions when the class is first published.

Abstract classes are useful when creating components because they allow you specify an invariant level
of functionality in some methods, but leave the implementation of other methods until a specific
implementation of that class is needed. They also version well, because if additional functionality is
needed in derived classes, it can be added to the base class without breaking code.

Difference between Interface and Abstract Class

Interfaces vs. Abstract Classes
Feature
Interface
Abstract class
Multiple inheritance
A class may implement several interfaces.
A class may extend only one abstract class.
Default implementation
An interface cannot provide any code at all, much less default code.
An abstract class can provide complete code, default code, and/or just stubs that have to be overridden.
Constants
Static final constants only, can use them without qualification in classes that implement the interface. On the other paw, these unqualified names pollute the namespace. You can use them and it is not obvious where they are coming from since the qualification is optional.
Both instance and static constants are possible. Both static and instance intialiser code are also possible to compute the constants.
Third party convenience
An interface implementation may be added to any existing third party class.
A third party class must be rewritten to extend only from the abstract class.
Is-a vs -able or can-do
Interfaces are often used to describe the peripheral abilities of a class, not its central identity, e.g. an Automobile class might implement the Recyclable interface, which could apply to many otherwise totally unrelated objects.
An abstract class defines the core identity of its descendants. If you defined a Dog abstract class then Damamation descendants are Dogs, they are not merely dogable. Implemented interfaces enumerate the general things a class can do, not the things a class is.
Plug-in
You can write a new replacement module for an interface that contains not one stick of code in common with the existing implementations. When you implement the interface, you start from scratch without any default implementation. You have to obtain your tools from other classes; nothing comes with the interface other than a few constants. This gives you freedom to implement a radically different internal design.
You must use the abstract class as-is for the code base, with all its attendant baggage, good or bad. The abstract class author has imposed structure on you. Depending on the cleverness of the author of the abstract class, this may be good or bad. Another issue that's important is what I call "heterogeneous vs. homogeneous." If implementors/subclasses are homogeneous, tend towards an abstract base class. If they are heterogeneous, use an interface. (Now all I have to do is come up with a good definition of hetero/homogeneous in this context.) If the various objects are all of-a-kind, and share a common state and behavior, then tend towards a common base class. If all they share is a set of method signatures, then tend towards an interface.
Homogeneity
If all the various implementations share is the method signatures, then an interface works best.
If the various implementations are all of a kind and share a common status and behavior, usually an abstract class works best.
Maintenance
If your client code talks only in terms of an interface, you can easily change the concrete implementation behind it, using a factory method.
Just like an interface, if your client code talks only in terms of an abstract class, you can easily change the concrete implementation behind it, using a factory method.
Speed
Slow, requires extra indirection to find the corresponding method in the actual class. Modern JVMs are discovering ways to reduce this speed penalty.
Fast
Terseness
The constant declarations in an interface are all presumed public static final, so you may leave that part out. You can't call any methods to compute the initial values of your constants. You need not declare individual methods of an interface abstract. They are all presumed so.
You can put shared code into an abstract class, where you cannot into an interface. If interfaces want to share code, you will have to write other bubblegum to arrange that. You may use methods to compute the initial values of your constants and variables, both instance and static. You must declare all the individual methods of an abstract class abstract.
Adding functionality
If you add a new method to an interface, you must track down all implementations of that interface in the universe and provide them with a concrete implementation of that method.
If you add a new method to an abstract class, you have the option of providing a default implementation of it. Then all existing code will continue to work without change.

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