Exercise G
Summary for some exercise.
Summary for some exercise.
3 elements of object oriented: Inheritance, encapsulation, and polymorphisn. Interface is another important element of the OOP.
Inherit is way to describe the relationship between between classes. If class A IS-A class B, we call class A Subclass or Derived class, call class B as Parent class or Base Class or Super Class.
Subclass could inherit the properties and methods from parent class, and subclass could also add or modify new properties and methods.
In .NET, it cloud be divided into 2 categories:
System.ObjectSystem.Object has 4 functions: ToString, Equals, GetHashCode, Finalize.Adapter pattern is a way to modify the existing classes to meet the new requirements. It has two categories:
It is for class to hide some private field or methods but leave public interface for other classes. The rules include
get and/or setThis allows users to set a base class reference points to different subclass. When call the methods in base class, the same method acts differently according to the implement in subclass. The specific relationship between reference and real methods will be determined after the compile.
We can declare a base class variable / interface but still points to the subclass object. Assume the base class is A, and the subclass is B. When we call a method in A, the compiler will check whether this method was declared virtual.
able, which shows a kind of ability of the class, also described a can-do.public abstract automatically. abstract, virtual, override keywords.See here for more info.
The final design principles of OO is Abstract-oriented, loosely coupled.
One class only do one thing, and only change due to one reason.
For example, an interface defines the basic actions and class A inherit the interface and implement those actions. Class B adds some judging methods and it also inherits the interface and include a field inheriting from the interface (an object of class A), so class B just call A’s functions instead of implement them.
Open for extension, closed for modifying. Program for abstract instead of specific.
For example, if there will be much similar methods, we can put them into different classes but inherits a same interface. Then we use another manager class to create an interface reference for different classes. When a new method adds into the system, we can just implement the new class inheriting from the interface.
Depends on abstract. Classes should depend on interface rather than other classes.
Some principle:
For example, use interface pointer to call method. Since different object implement different methods, the method will automatically link to the right method according to the type of created object. When new kinds of methods add, just implement new classes inherited from the interface and previous code don’t need to change.
In other words, we solve the problem of deciding what versions of the similar method to use by the Polymorphisn(different methods have a same interface) rather than write judging code.
Use many small interface instead of a big interface.
Class could inherit several interfaces that are useful to the class.
Subclass must be able to replace base class.
Subclass must have all the methods of base class. The base class should declare the method virtual and subclass override that method. This can reduce the unnecessary judging code.
Reduce coupling between classes by aggregating existing classes/interface instead of inheriting objects.
One example is the adapter pattern, which is a way to modify the existing classes to meet the new requirements. It has two categories:
Kinds of coupling
Reasons causing the coupling
Design principle to reduce the coupling
Design Pattern to reduce the coupling happening in when need to create(new) an object
| Category | Name | Function |
| — | — |
| Creation Pattern | Factory Method Pattern | A dynamic way to deal with the process when create a new object, especially for creating different objects but those objects have same base class or interface |
| | Singleton Pattern | One class only have one instance |
| Structural model | Bridge Pattern | Divide the implement with the logic |
| | Proxy Pattern | Encapsulation the complex logic, use proxy to control the the create and call the original object |
| | Adapter Pattern | Don’t change previous classes, add new interfaces |
| | Composite Pattern | Use the same method to process all objects in a composite |
| | Decorator Pattern | Dynamically add or remove status or actions |
| | Facade Pattern | Divide the logic layer and the presentation layer |
| Behavioral model | Template Method Pattern | Define the template in base class and implement them in subclass |
| | Iterator Pattern | Provide a method to get every element in a container but not exposure to outside |
| | Chain of Responsibility Pattern | Form the methods a linked list,traverse the linked list and get the right method |
| | Command Pattern | Encapsulation the request as a class, divide the execution of order and duty |
| | Observer Pattern | one v.s. many. One object’s status changes, other objects will get the event, then they will change. e.g. the delegate and event in C# |
| | Strategy Pattern | Encapsulation the part changing a lot as interface |
Object-Based: Handle the object with field and method, but the object doesn’t inherit any class, thus no Polymorphisn.
Closure is the body formed by methods and environment attached to the method. It can allow several methods operate the same element.
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This post talks about the knowledge (grammar, concepts) of C++.
Templates for efficient programming.
Inheritance is a very important feature in C#. It can allow you to achieve the polymorphisn, which is very very important feature which could help you to write the code in a good design (easy to extend).
When class Student inherits class Person publicly. Those functions and members which are public and protected in class Person can be used in class Student. Functions and members which are private in class Person cannot be used in class Student.
However, if there is a public/protected function in class Person, which uses the private members of class Person. When class Student call that functions, those private members in class Person could also be used via this function.
Use base.function() in the class Student can call the functions implemented in class Person (the functions should be public/protected). This is often used when class Student rewrite the methods of class Person but still need to call the method of class Person.
Polymorphisn often happens when you declare a class Person reference, but you point it to an object instantiated from class Student.
When there is a abstract/virtual method in class Person, class Student could use override/new to rewrite that method. At this moment, call the which are rewrote can lead to charming results.
Since the abstract class can’t be instantiated, we just talked about those virtual - override/new relationship.
override in subclass. Call this method from the reference is executing the method in subclass.new in subclass. Call this method from the reference is executing the method in base class.If the method is declared abstract in base class. You cannot call it except the subclass override this method.
1 | using System; |
1 | using System; |
Asynchronous method is implemented in C# by using async/await keywords.
That’s the goal of asynchronous: enable code that reads/writes like a sequence of statements, but executes in a much more complicated order based on external resource allocation and when tasks complete.
Without language support, writing asynchronous code required callbacks, completion events, or other means that obscured the original intent of the code. In C#, keywords async and await are used to achieved a asynchronous program. The function return immediately when it meets a await. A code sample is like following.
1 | using System; |
How to code executed:
method1, then encounter await, get back to the main functionmethod2, then encounter await, get back to the main functionNote. the step 4 and 5 won’t output if we don’t add the ReadKey method in the end because the main thread will ends and those asnyc methods still in the same thread thus end, too.
In IL, we find that the compiler generate 2 classes for Method1 and Method2 called <Method1>d__0 and <Method2>d__1. The two classes are state machines, the implement the interface TStateMachine. The class contains the following elements.
int stateTestAsync thisAsyncVoidMethodBuilder builderTaskAwaiter u__1int 5__1 (the local int i in for loop).ctorThere are two important data types. System.Runtime.CompilerServices.AsyncVoidMethodBuilder and System.Runtime.CompilerServices.TaskAwaiter
Create method will return a instance of the builderStart<TStateMachine> method will begin running the builder with the associated state machineFor the Method2 itself, the IL code is as follows
Once we call the Method2, it does the following things.
<Method2>d__1. <Method2>d__1::thisAsyncVoidMethodBuilder::Create<<Method2>d__1> to create a async void instance for the state machine<Method2>d__1::state to -1AsyncVoidMethodBuilder.Start, the passing state machine is the class <Method2>d__1<Method2>d__1::MoveNext, since the state is -1, output the str, and change state to 05__1 field as 0, then call the Task.Delay method, and get awaiter for this task and set it to u__1 fieldu__1::IsCompleted. If haven’t finish, call AsyncVoidMethodBuilder::AwaitUnsafeOnCompleted<5__1, <Method2>d__1>, which will call <Method2>d__1::MoveNext method when the status of the awaiter is complete<Method2>d__1::MoveNext to 5__1::UnsafeOnCompleted(Action)Async methods can have the following return types
| void | Task | Task<TResult>
—–|——|——|—————
has return statement | No | Yes | Yes
return statement type | - | Task | Task<TResult>
can assign to delegate or event | Yes | Yes | Yes
can assign to Task | No | Yes | Yes
caller can know whether this method has completed (create a awaiter for it) | No | Yes | Yes
its awaiter has return statement | - | No | Yes
its awaiter return type | - | - | TResult
Compared to execute a thread to do actions, the Task class is used to execute asynchronously, and it can track the status of this asynchronous action, including whether it finish and what is the return value. Most commonly, a lambda expression is used to specify the work that the task is to perform.
For operations that return statement, the Task<TResult> class will be used.
1 | using System; |
In the mMain1 method, the Method1 and Method2 are still be executed in a synchronously. So the output is the same with the void-returning async method.
In the mMain2 method, we create the awaiter for the Method1 and Method2, so Method2 will be called after Method1, and Method3 will be called after Method2.
In the mMain3 method, we firstly run the Method1 and Method2 synchronously and assign them to Task and Task<TResult> variables. So the two methods will run at the same time. Then we use Task.WaitAny and create a awaiter for Method2, so Method3 will run after Method1 and Method2.
Similarly, the complier will generate 2 state machine classes for Method1 and Method2 and 3 state machine for mMain1, mMain2, mMain3.
In the state machine of Method1 and Method2, it is similar to the void-returning async method but it uses AsyncTaskMethodBuilder<TResult> classes to build the async task. In Method2, when it is finished, it uses SetResult(TResult) method to marks the task as successfully completed and also pass the ReturnArgs statement.
In the mMain2 and mMain3 state machines, there will be TaskAwaiter class and TaskAwaiter<TResult> result. After the awaiter’s property IsCompleted is true, they will call TaskAwaiter<TResult>.GetResult to get the return statement from the AsyncTaskMethodBuilder<TResult>.
The Async function can be cancelled by passing a CancellationToken parameter created by a CancellationTokenSource.
1 | CancellationTokenSource tokenSource; |
Delegate and event are good ways to “subscribe” some actions to other particular actions carried out by the user or the code. It sounds like function 1 is executed firstly, then function 2, 3, and etc are executed following. Those functions may not in the same class.
For example, they are in class A, class B, class C. If we use the traditional ways to achieve this relationship, we need to call function 2 and 3 in the class A when the function 1 is executed. In this way we will increase the degree of coupling between these classes, that is class A cannot work normally without class B and C.
Therefore, we proposed the ideas of delegate and event. Class B and C could “subscribe” the action publisher in class A with their function 2 and 3. When the action 1 is executed, the class A will call the action publisher, then the class B and C will receive the information that action 1 is executed, so they will execute the action 2 and 3.
| delegate | event |
|---|---|
| Functions can use += to subscribe it, and -= to unsubscribe it, and = to fully occupy the delegate | Only support += and -= |
| Is a type, still need to instantiate a member | Is a variable instance |
| Can be defined outside the class | Can only be defined inside the class |
| Can be executed outside the class | Only can be executed in the class where it defines |
| delegate is the member of the class (static member) | event belongs to the instance of a class |
| Can be invoked outside the class | Cannot be invoked outside the class |
1 | event EventHandler<bool> OnEvent1; |
Delegate can be used to declare an anonymous method.
1 | event MyHandler<EventArgs> OnTrigger; |
See more about anonymous method from here
The delegate and event can both be used two methods to executed.
myDelegateInstance(paras) or myEvent(paras)myDelegateInstance.Invoke(paras) or myEvent.Invoke(paras)They are the same in compiler but the second method could add ? to handle the null conditions.
myDelegateInstance?.Invoke(paras) or myEvent?.Invoke(paras)
There are several advanced features of C# which are very powerful.
An assembly is a collection of types and resources that are built to work together and form a logical unit of functionality. Assemblies are the building blocks of .NET applications. Assemblies has the code that the common language runtime executes.
Assemblies take the 2 forms
<compiler command> <module name>csc test.cs<compiler command> -t:library <module name>csc -t:library test.csNote. Each assembly have only one entry point: DllMain, WinMain, or Main.
To use an assembly in an application, you must add a reference to it. To add a reference to a assembly. Use the following methods
Load method of the System.Reflection.AssemblyGetType method of the Type class can load assembliesLoad method of the System.AppDomain classOnce an assembly is referenced, all the accessible types, properties, methods, and other members of its namespaces are available to your application as if their code were part of your source file.
Attributes can add metadata (information about the types defined in a program) to the program. An attribute is actually an object that is associated with any of these elements: Assembly, Class, Method, Delegate, Enum, Event, Field, Interface, Property and Struct.
The attributes work by placing the name of the attribute enclosed in square brackets ([]) above the declaration of the entity to which it applies. It can contain parameters and the users can customize the attributes.
See here for more info.
In Unity, a public element with the attribute HideInInspector won’t appear in the inspector of Unity Editor. See here for Unity attribute.
A sample of serialization attribute is in the Serialization and Deserialization below.
See here for more info.
Generics makes it possible to design classes and methods that defer the specification of one or more types until the class or method is declared and instantiated by client code.
A Generics class can also be inherited by other class. The derived class can specify the type of the class or it can inherit without specify the class. Generics class can also add Constrains to give some restrictions of the type.
1 | using System; |
See here for more about generic.
Just define the return type and type of parameters, the specific implementation needs to be finish in derived class, which looks like the header file in C++, that only decare but not implement.
1 | interface IMyInterface |
See here for more info.
Lambda expression can be used for anonymous method. The operator => is used.
1 | Func<string> greet = () => "Hello, World!"; |
A property is a member that provides a flexible mechanism to read, write, or compute the value of a private field (Member variables or methods in a class or structures). Properties can be used as if they are public data members, but they are actually special methods called accessors. This enables data to be accessed easily and still helps promote the safety and flexibility of methods.
1 | class Myclass |
In some cases, property get and set only return a value or assign a value, so the properties can be used auto-implemented to write. Note the code below only has the properties but no actual private field set. The required field of class of this kind of code will be set automatically during the compile.
1 | public class SaleItem |
The properties can also use body expression to simplify. Here we need to use the operator of =>. It could link a member with an expression. Here we don’t need to write the keywords of return but still require an private field.
1 | public class SaleItem |
The abstract class may have an abstract property, which can be implemented in the derived class
1 | public abstract class Person { |
It is the process of converting an object into a stream of bytes to store the object or transmit it to memory. The stream of bytes can be deserialized to the object.
To serialize an object, the object should be have a SerializableAttribute attribute. Fields within a class that don’t need to be serialized should include a NonSerializedAttribute attribute.
Users can use binary or XML serialization to serialize an object. Below is a sample to use basic serialization to serialize a class.
1 | using System; |
One thread if one execution flow for the code. For some parallel work in the same program, we can use multi-thread to save the total execution time.
See here for more information.
Query expression is like the SQL language, it can search elements with some relationship. It starts with from and ends with select or group.
LINQ is the data object language that integrated into C#. It can be used for search, order, compare and summarize action.
1 | List<User> users = new List<User> |
LINQ can be used in following scenarios.
The structure of computer is simple. For hardware, computer includes Memory, Controller, Processor and I/O devices. For software, the basic element is operating system.
Central Processing Unit (CPU) is the brain of the computer. It receives data, execute commands and process the data.
CPU can also be divided into following parts according to their functions.
| Name | Functions |
|---|---|
| Register | Store the command code, data, and address data |
| Controller | Fetch the command, data from memory to register, and execute the I/O devices |
| Arithmetic Logic Unit (ALU) | Operate the data in register |
| Clock | Count signal |
All parts above are connected together via electricity’s signal.
The working pipeline of CPU is as follows.
Controller fetches the command from memory to registers, Program Counter stores the next address of command that needs to be executed.Controller decodes the command according to existed rules, recognizes operation category and the methods.Controller handles the action of the command. e.g. Add numbers stored in two registers, compare two numbers.Controller will fetch the data from the memory according to the address decoded from the command.There are several kinds of register in CPU.
It store the address of the unit in memory which stores the command that needs to be executed. It control the process of the program to be executed.
When the program is executed, the process is as follows.
JMP command in Assembly language), which points to the unit which stores the next command.Stack in memory, when the function is finished, the content of Program Counter will be set to the address in the top of Stack.Flag Register stores the sign(+/-/0) of the Accumulation Register.
There is a compare action when conditional/loop function appears. When the compare function is executed, subtraction action will happen, and the answer is store in the Flag Register, then the Program Counter will be updated to corresponding address.
A base register and several index registers can form an array. The array is stored continuously.
Memory has tight relationship with with CPU, CPU will fetch the command and data from disk to memory, and write back the command and data to disk.
There is several kinds of memory.
| Name | Functions |
|---|---|
| RAM | Can be read and wrote. Data will lose when power off |
| ROM | Can only be read. Data won’t lose when power off |
| Cache | It has high read and write speed. CPU will handle the cache firstly. If there is no required data, CPU will fetch data in RAM |
Memory has power, address signal, data signal, control signal.
The program stored in disk must be loaded to memory to be executed.
The disk has the following parts
| Name | Function |
|---|---|
| Disk Cache | It stores the repeated content that memory requires to read from disk. It could accelerate the read speed of memory |
| Virtual Memory | It can provide a virtual continuous memory for the program when the memory doesn’t enough space. The content in the real memory and the virtual memory will be swapped when required |
Physcially, the disk is divided into different sector, which is the unit to do the read and write actions to disk. A disk will include 512 byte normally.
Operate system could get over the difference of computer hardware except CPU.
The program just needs to call the API(Application Programming Interface) in operate system, then operate could handle the I/O devices.
Operate system includes:
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