Today, applications are created using the types developed by Microsoft or custom built by you. If these types are developed using any language that targets the common language runtime (CLR), they can all work together seamlessly, i.e. different types created using different .NET languages can interact seamlessly. .NET Framework Deployment Objectives: All applications use DLLs … Continue reading .NET Application Packaging, Deployment and Configuring Application.
Introduction The Common Language Runtime (CLR) How Common Language Runtime Loads: IL and Verification: Unsafe Code The NGen Tool The Framework Class Library The Common Type System The Common Language Specification Introduction This is one of my initial blogs on CLR Overview and Basics, which I believe every .NET developer must know. I believe this … Continue reading CLR Fundamentals.
Dynamic Lookup dynamic keyword : These Object type need not be known till runtime. Member's signature is not know till it is executed. E.g. System.Reflection Programming against COM IDispatch Programming against XML or HTML DOM Dynamic Language Runtime (DLR) behaves more like Python or Ruby. Dynamic in C# is a type for e.g. Dynamic WildThings(dynamic … Continue reading C# 4.0 new Features.
Builder Design Pattern falls under the type of creational pattern category. Just like a house construction follows an ordered process of construction namely 1. Foundation 2. Wall Door & window construction. 3. Roof construction. Similarly a build pattern follows a ordered process to construct objects. E.g. DB normalization before domain objects and business layer is constructed. … Continue reading Design Pattern Part – 5.
Bridge Pattern The bridge pattern is a design pattern used in software engineering which is meant to "decouple an abstraction from its implementation so that the two can vary independently". The bridge uses encapsulation, aggregation, and can use inheritance to separate responsibilities into different classes. A bridge is a structural pattern that influences the … Continue reading Design Pattern Part – 4
Adapter Pattern Two different objects have unfriendly interfaces and then we introduce adapter to communicate and interact between them without any changes to the existing interface of the two objects. Adapter converts the interface of a class into another interface clients expect. Adapter lets classes work together that couldn't otherwise because of incompatible interfaces. An … Continue reading Design Pattern Part–3.
Abstract Factory A factory class helps us to centralize the creation of classes and types. Abstract factory helps us to bring uniformity between related factory patterns which leads more simplified interface for the client. Abstract factory expands on the basic factory pattern. Abstract factory helps us to unite similar factory pattern classes in to one … Continue reading Design Patterns Part – 2
S.O.L.I.D. Design principles suggest that the Individual pieces / building blocks of software should be of solid quality and highly accurate in design. For e.g. build blocks of rockets or Formula 1 car. The high quality software should follow principles of SOLID design principles by Martin R Fowler. The solid principles depend on the following … Continue reading S.O.L.I.D. Design Principles.
Design patterns are documented tried and tested solutions for recurring software problems in a given design context. So basically you have a problem to be solved and the proposed solution in the form of design pattern for the same problem. Design patterns existed in some or other form right from the inception stage of software … Continue reading Design Pattern Part – 1