Monday, 11 July 2016

Collection Classes : System.Collection

Collection classes are specialized classes for data storage and retrieval. These classes provide support for stacks, queues, lists, and hash tables. Most collection classes implement the same interfaces.

ArrayList-
hash table - 
SortedList- 
Stack
Queue
BitArray- 
dictionary -

There are two ways to group objects  by
1. creating arrays of objects,

2.  creating collections of objects.

A collection is a class, so you must declare an instance of the class before you can add elements to that collection.

********************the System.Collections.Generic namespace********************
system.collections.Generic - name space for list or same types of variable used for the collections 
Using a Simple Collection

##
generic List<T>

The following example creates a list of strings and then iterates through the strings by using a or foreach statement.

var salmons = new List<string>();
salmons.Add("chinook");
salmons.Add("coho");
salmons.Add("pink");
salmons.Add("sockeye");

// Iterate through the list.
foreach (var salmon in salmons)
{
    Console.Write(salmon + " ");
}

Which class acts as a base class for all exceptions in C#?


C# exceptions are represented by classes. The exception classes in C# are mainly directly or indirectly derived from the System.Exception class. Some of the exception classes derived from the System.Exception class are the System.ApplicationException and System.SystemException classes.

The System.ApplicationException class supports exceptions generated by application programs. Hence the exceptions defined by the programmers should derive from this class.
The System.SystemException class is the base class for all predefined system exception.

What is a preprocessor directives in C#?

The preprocessor directives give instruction to the compiler to preprocess the information before actual compilation starts.
All preprocessor directives begin with #, and only white-space characters may appear before a preprocessor directive on a line. Preprocessor directives are not statements, so they do not end with a semicolon (;).
You can use the #if directive to create a conditional directive. Conditional directives are useful for testing a symbol or symbols to check if they evaluate to true. If they do evaluate to true, the compiler evaluates all the code between the #if and the next directive.

What is an interface?

n interface is defined as a syntactical contract that all the classes inheriting the interface should follow. The interface defines the 'what' part of the syntactical contract and the deriving classes define the 'how' part of the syntactical contract.
Interfaces define properties, methods, and events, which are the members of the interface. Interfaces contain only the declaration of the members. It is the responsibility of the deriving class to define the members. It often helps in providing a standard structure that the deriving classes would follow

// WorkItem implicitly inherits from the Object class.
public class WorkItem
{
    // Static field currentID stores the job ID of the last WorkItem that
    // has been created.
    private static int currentID;

    //Properties.
    protected int ID { get; set; }
    protected string Title { get; set; }
    protected string Description { get; set; }
    protected TimeSpan jobLength { get; set; }

    // Default constructor. If a derived class does not invoke a base-
    // class constructor explicitly, the default constructor is called
    // implicitly. 
    public WorkItem()
    {
        ID = 0;
        Title = "Default title";
        Description = "Default description.";
        jobLength = new TimeSpan();
    }

    // Instance constructor that has three parameters.
    public WorkItem(string title, string desc, TimeSpan joblen)
    {
        this.ID = GetNextID();
        this.Title = title;
        this.Description = desc;
        this.jobLength = joblen;
    }

    // Static constructor to initialize the static member, currentID. This
    // constructor is called one time, automatically, before any instance
    // of WorkItem or ChangeRequest is created, or currentID is referenced.
    static WorkItem()
    {
        currentID = 0;
    }


    protected int GetNextID()
    {
        // currentID is a static field. It is incremented each time a new
        // instance of WorkItem is created.
        return ++currentID;
    }

    // Method Update enables you to update the title and job length of an
    // existing WorkItem object.
    public void Update(string title, TimeSpan joblen)
    {
        this.Title = title;
        this.jobLength = joblen;
    }

    // Virtual method override of the ToString method that is inherited
    // from System.Object.
    public override string ToString()
    {
        return String.Format("{0} - {1}", this.ID, this.Title);
    }
}

// ChangeRequest derives from WorkItem and adds a property (originalItemID) 
// and two constructors.
public class ChangeRequest : WorkItem
{
    protected int originalItemID { get; set; }

    // Constructors. Because neither constructor calls a base-class 
    // constructor explicitly, the default constructor in the base class
    // is called implicitly. The base class must contain a default 
    // constructor.

    // Default constructor for the derived class.
    public ChangeRequest() { }

    // Instance constructor that has four parameters.
    public ChangeRequest(string title, string desc, TimeSpan jobLen,
                         int originalID)
    {
        // The following properties and the GetNexID method are inherited 
        // from WorkItem.
        this.ID = GetNextID();
        this.Title = title;
        this.Description = desc;
        this.jobLength = jobLen;

        // Property originalItemId is a member of ChangeRequest, but not 
        // of WorkItem.
        this.originalItemID = originalID;
    }
}

class Program
{
    static void Main()
    {
        // Create an instance of WorkItem by using the constructor in the 
        // base class that takes three arguments.
        WorkItem item = new WorkItem("Fix Bugs",
                                     "Fix all bugs in my code branch",
                                     new TimeSpan(3, 4, 0, 0));

        // Create an instance of ChangeRequest by using the constructor in
        // the derived class that takes four arguments.
        ChangeRequest change = new ChangeRequest("Change Base Class Design",
                                                 "Add members to the class",
                                                 new TimeSpan(4, 0, 0),
                                                 1);

        // Use the ToString method defined in WorkItem.
        Console.WriteLine(item.ToString());

        // Use the inherited Update method to change the title of the 
        // ChangeRequest object.
        change.Update("Change the Design of the Base Class",
            new TimeSpan(4, 0, 0));

        // ChangeRequest inherits WorkItem's override of ToString.
        Console.WriteLine(change.ToString());

        // Keep the console open in debug mode.
        Console.WriteLine("Press any key to exit.");
        Console.ReadKey();
    }
}
/* Output:
    1 - Fix Bugs
    2 - Change the Design of the Base Class
*/

What is function overloading? How C# supports dynamic polymorphism? sealed? Is operator overloading supported in C#?

You can have multiple definitions for the same function name in the same scope. The definition of the function must differ from each other by the types and/or the number of arguments in the argument list. You cannot overload function declarations that differ only by return type.

Dynamic polymorphism is implemented by abstract classes and virtual functions

When a class is declared sealed, it cannot be inherited.
How will you create sealed abstract class in C#?
No! It can not be created as abstract classes cannot be declared sealed
What are virtual functions in C#?
When you have a function defined in a class that you want to be implemented in an inherited class(es), you use virtual functions. The virtual functions could be implemented differently in different inherited class and the call to these functions will be decided at runtime.

class Projector
{
  public static void DisplayString( string str )
  {
    System.Console.WriteLine( str );
  } 
  public static void DisplayInteger( int number )
  {
    System.Console.WriteLine( number);
  } 
  public static void Main()
  {
    DisplayString( "Hello" );
    DisplayInteger( 1234 );
  }
}



Is operator overloading supported in C#?

You can redefine or overload most of the built-in operators available in C#. Thus a programmer can use operators with user-defined types as well.
Overloaded operators are functions with special names the keyword operator followed by the symbol for the operator being defined. Similar to any other function, an overloaded operator has a return type and a parameter list.

What is early binding?.

he mechanism of linking a function with an object during compile time is called early binding. It is also called static binding.

In Polymorphism we have 2 different types those are

     -      Compile Time Polymorphism (Called as Early Binding or Overloading or static binding)

     -      Run Time Polymorphism (Called as Late Binding or Overriding or dynamic binding)


Compile Time Polymorphism or Early Binding

Compile time polymorphism means we will declare methods with same name but different signatures because of this we will perform different tasks with same method name. This compile time polymorphism also called as early binding or method overloading.

Method Overloading or compile time polymorphism means same method names with different signatures (different parameters)



Run Time Polymorphism or Late Binding

Run time polymorphism also called as late binding or method overriding or dynamic polymorphism. Run time polymorphism or method overriding means same method names with same signatures.

In this run time polymorphism or method overriding we can override a method in base class by creating similar function in derived class this can be achieved by using inheritance principle and using “virtual &override” keywords.



Early Binding

The name itself describes that compiler knows about what kind of object it is, what are all the methods and properties it contains. As soon as you declared the object, .NET Intellisense will populate its methods and properties on click of the dot button.

Common Examples: 
  • ComboBox cboItems;
  • ListBox lstItems;
In the above examples, if we type the cboItem and place a dot followed by, it will automatically populate all the methods, events and properties of a combo box, because compiler already know it's an combobox.

Late Binding

The name itself describes that compiler does not know what kind of object it is, what are all the methods and properties it contains. You have to declare it as an object, later you need get the type of the object, methods that are stored in it. Everything will be known at the run time. 

Common Examples:
  • Object objItems;
  • objItems = CreateObject("DLL or Assembly name");
Here during the compile time, type of objItems is not determined. We are creating an object of a dll and assigning it to the objItems, so everything is determined at the run time. 

Early Binding vs. Late Binding

Now coming into the pictureĆ¢€¦
  • Application will run faster in Early binding, since no boxing or unboxing are done here.
  • Easier to write the code in Early binding, since the intellisense will be automatically populated
  • Minimal Errors in Early binding, since the syntax is checked during the compile time itself.
  • Late binding would support in all kind of versions, since everything is decided at the run time. 
  • Minimal Impact of code in future enhancements, if Late Binding is used.
  • Performance will be code in early binding.
Both have merits and demerits, it's the developer decision to choose the appropriate binding based on the scenario. 

What is polymorphism? What is the difference between static polymorphism and dynamic polymorphism?

The word polymorphism means having many forms. In object-oriented programming paradigm, polymorphism is often expressed as 'one interface, multiple functions'.

Polymorphism can be static or dynamic. In static polymorphism, the response to a function is determined at the compile time. In dynamic polymorphism, it is decided at run-time.

C# provides two techniques to implement static polymorphism. They are:
  • Function overloading
  • Operator overloading
-----------------------
public class Shape
{
    // A few example members
    public int X { get; private set; }
    public int Y { get; private set; }
    public int Height { get; set; }
    public int Width { get; set; }

    // Virtual method
    public virtual void Draw()
    {
        Console.WriteLine("Performing base class drawing tasks");
    }
}

class Circle : Shape
{
    public override void Draw()
    {
        // Code to draw a circle...
        Console.WriteLine("Drawing a circle");
        base.Draw();
    }
}
class Rectangle : Shape
{
    public override void Draw()
    {
        // Code to draw a rectangle...
        Console.WriteLine("Drawing a rectangle");
        base.Draw();
    }
}
class Triangle : Shape
{
    public override void Draw()
    {
        // Code to draw a triangle...
        Console.WriteLine("Drawing a triangle");
        base.Draw();
    }
}

class Program
{
    static void Main(string[] args)
    {
        // Polymorphism at work #1: a Rectangle, Triangle and Circle
        // can all be used whereever a Shape is expected. No cast is
        // required because an implicit conversion exists from a derived 
        // class to its base class.
        System.Collections.Generic.List<Shape> shapes = new System.Collections.Generic.List<Shape>();
        shapes.Add(new Rectangle());
        shapes.Add(new Triangle());
        shapes.Add(new Circle());

        // Polymorphism at work #2: the virtual method Draw is
        // invoked on each of the derived classes, not the base class.
        foreach (Shape s in shapes)
        {
            s.Draw();
        }

        // Keep the console open in debug mode.
        Console.WriteLine("Press any key to exit.");
        Console.ReadKey();
    }

}

/* Output:
    Drawing a rectangle
    Performing base class drawing tasks
    Drawing a triangle
    Performing base class drawing tasks
    Drawing a circle
    Performing base class drawing tasks
 */