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Top 10 Questions and Answers on Parallel.For and Parallel.ForEach

  Parallel.For and Parallel.ForEach are part of the Task Parallel Library (TPL) in C#. They provide an easy way to parallelize loops, allowing multiple iterations to run concurrently. This can significantly improve performance for CPU-bound operations by utilizing multiple cores. 1. What is Parallel.For in C#? Parallel.For is a method in the TPL that executes a for loop in which iterations may run in parallel, making use of multiple processors if available. Parallel.For( 0 , 10 , i => { Console.WriteLine( $"Processing {i} " ); }); 2. What is Parallel.ForEach in C#? Parallel.ForEach is similar to Parallel.For but is used to iterate over collections, allowing each iteration to run in parallel. var numbers = Enumerable.Range( 0 , 10 ); Parallel.ForEach(numbers, number => { Console.WriteLine( $"Processing {number} " ); }); 3. What are the advantages of using Parallel.For and Parallel.ForEach ? The main advantages are improved performance and reduc

Understanding the Mediator Design Pattern in C#

  The Mediator design pattern is a behavioral pattern that defines an object (mediator) that encapsulates how a set of objects interact. By centralizing the communication between objects, the Mediator pattern reduces the dependencies between them, promoting loose coupling. Understanding the State Design Pattern in C# Example Without Mediator Pattern Let's consider a scenario where we have a chat application with multiple users. Each user can send and receive messages. Instead of having users communicate directly with each other, we'll use a ChatRoom mediator to handle all interactions. using System; using System.Collections.Generic; namespace MediatorPattern { // Mediator interface interface IChatRoom { void SendMessage ( string message, User user ) ; void AddUser ( User user ) ; } // Concrete mediator class ChatRoom : IChatRoom { private readonly List<User> _users = new List<User>(); p

Top 10 Questions and Answers on async and await

  The async and await keywords in C# are used to write asynchronous code more easily and intuitively. They help in performing long-running operations without blocking the main thread, thereby keeping the application responsive. Top 10 Questions and Answers on Static vs Singleton in C# 1. What is the purpose of async and await in C#? The async and await keywords simplify asynchronous programming by allowing developers to write code that looks synchronous but executes asynchronously. This helps in maintaining application responsiveness during long-running operations like file I/O, network requests, and database access. 2. How do you define an asynchronous method using async and await ? An asynchronous method is defined by using the async keyword in the method signature and returning a Task or Task<T> . The await keyword is used to call asynchronous methods within an async method. public async Task< string > GetDataAsync () { HttpClient client = new HttpClie

Understanding the Command Design Pattern in C#

  The Command design pattern is a behavioral pattern that turns a request into a stand-alone object that contains all information about the request. This transformation allows for parameterizing methods with different requests, queuing or logging requests, and supporting undoable operations. Understanding the State Design Pattern in C# Let's consider a scenario with a text editor application that supports basic text operations like writing text and undoing the last operation. Example without Command Design Pattern using System; namespace WithoutCommandPattern { class TextEditor { public string Text { get ; private set ; } = "" ; public void Write ( string text ) { Text += text; Console.WriteLine( $"Text after write: {Text} " ); } public void UndoWrite ( string text ) { if (Text.EndsWith(text)) { Text = Text.Substring( 0 , Te

Top 10 Questions and Answers on Abstraction vs Encapsulation

  Abstraction and encapsulation are two fundamental concepts in object-oriented programming (OOP). Both are used to manage complexity but achieve this in different ways. Abstraction is about hiding the complexity of the system by exposing only the necessary parts. Encapsulation is about bundling the data (variables) and methods (functions) that operate on the data into a single unit, and restricting access to some of the object's components. Top 10 Questions and Answers on Abstract Class vs. Interface in C# 1. What is abstraction in OOP? Abstraction is the concept of hiding the complex implementation details and showing only the necessary features of an object. It focuses on what an object does rather than how it does it. public abstract class Animal { public abstract void MakeSound () ; // Abstract method } public class Dog : Animal { public override void MakeSound () { Console.WriteLine( "Bark" ); } } // Usage Animal myDog =

Understanding the Iterator Design Pattern in C#

  The Iterator design pattern is a behavioral pattern that provides a way to access elements of a collection sequentially without exposing its underlying representation. This pattern is useful for traversing different data structures in a uniform way. Understanding the Memento Design Pattern in C# Let's consider a scenario where we have a  Book  class and a  BookCollection  class. We want to iterate over the  BookCollection  without exposing its internal details. Example without Iterator Design Pattern using System; using System.Collections.Generic; namespace WithoutIteratorPattern { // Book class class Book { public string Title { get ; private set ; } public Book ( string title ) { Title = title; } } // Concrete collection class BookCollection { private readonly List<Book> _books = new List<Book>(); public int Count => _books.Count; public Book

Understanding the Memento Design Pattern in C#

  The Memento design pattern is a behavioral pattern that allows you to capture and externalize an object's internal state without violating encapsulation, so the object can be restored to this state later. This pattern is particularly useful for implementing undo-redo functionality. Understanding the State Design Pattern in C# Let's consider a scenario where we have a  TextEditor  class that allows text editing and supports undo functionality. The  TextEditor  can save its state (the current text) and restore it to a previous state. Example without Memento Design Pattern using System; using System.Collections.Generic; namespace WithoutMementoPattern { // Originator class class TextEditor { public string Text { get ; private set ; } public void SetText ( string text ) { Text = text; Console.WriteLine( $"Current Text: {Text} " ); } } // Caretaker class class TextEditorHis