This article will give a complete overview of garbage collection in C#. We’ll explore garbage collection, how it works, the different phases involved, heap generations, methods in the garbage collection class, and its advantages.
When it comes to managing data and resources in C#, most developers often encounter the need to create and use objects that have a single instance throughout the lifetime of an application. Two common design patterns used for this purpose are Static and Singleton.
In this article, we will explore the differences between these two patterns and their use cases and provide code examples with detailed explanations.
In this article, we’ll learn the Dependency Inversion Principle in C# with code examples. We will explore its significance, benefits, and implementation using real-world examples.
In this article, we will learn about the C# Interface Segregation Principle (ISP), which states that a class should not forced to implement Interface methods they don’t use.
It promotes the creation of focused, smaller, and modular interfaces to prevent clients from implementing methods they don’t need.
We will learn its significance and how it can be applied using C# code examples.
In this article, we will learn the C# Liskov Substitution Principle and understand implementation to build scalable and easier to maintain software applications.
The concepts of Covariance and Contravariance in C# might initially sound complex, but fear not! By the end of this article, you’ll have a crystal-clear understanding of how they work and how to leverage them in your C# programming.
“Covariance and Contravariance are terms used in programming languages to describe how subtypes relate to their base types. Covariance is when a derived type can be used where a base type is expected. On the other hand, Contravariance is when a base type can be used where a derived type is expected.“
Covariance and contravariance deal with how type conversions are allowed between reference types in C#. These concepts come into play when working with arrays, delegates, and interfaces.
In software development, designing modular and maintainable applications is very important. This is where architectural patterns come into play. One such popular pattern is the 3-Tier Architecture, which provides a structured approach to organizing code in separate layers.
An abstract class in C# serves as a blueprint for other classes. It cannot be instantiated on its own and is meant to be a base class of other classes. It may contain both abstract and non-abstract members (methods, properties, or events). The abstract members must be implemented by non-abstract derived classes.