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Showing posts with the label C#-Chapter-2

Chapter 2.5: Object-Oriented Programming with C#: Understanding Properties, Indexers, and Operator Overloading in C#

 Introduction: We have covered various aspects of Object-Oriented Programming with C# in our previous articles . In this article, we'll explore properties, indexers, and operator overloading, which are powerful tools for creating expressive and user-friendly classes in C#. In the next chapter, we'll move on to advanced C# concepts. Properties: Properties are a way to provide access to an object's data while encapsulating the underlying storage mechanism. They can be used to define validation rules or perform other actions when getting or setting a value. Properties are declared using the get and set accessors: class Person { private string name; public string Name { get { return name; } set { name = value .Trim(); } } } You can also use auto-implemented properties with default get and set accessors: class Person { public string Name { get ; set ; } } Indexers: Indexers allow objects to be indexe

Chapter 2.4: Object-Oriented Programming with C#: Understanding Access Modifiers in C# (Public, Private, Protected, Internal)

 Introduction: In our previous articles , we discussed various aspects of Object-Oriented Programming with C#, such as classes, objects, inheritance, constructors, destructors, interfaces, delegates, and events. In this article, we'll explore access modifiers, which control the visibility and accessibility of class members. In the next article, we'll cover properties, indexers, and operator overloading. Public: The public access modifier allows class members to be accessible from any code in the same assembly or another assembly that references it. This is the least restrictive access level: public class Person { public string Name { get ; set ; } public int Age { get ; set ; } } Private: The private access modifier restricts the visibility of class members to the containing class. This is the most restrictive access level and is the default access level for class members: class Person { private string name; private int age;

Chapter 2.3: Object-Oriented Programming with C#: Understanding Constructors and Destructors in C#

 Introduction: In the previous articles , we covered various aspects of Object-Oriented Programming with C#, including classes, objects, inheritance, interfaces, delegates, and events. In this article, we'll discuss constructors and destructors, which are essential components of object lifecycle management in C#. In the next article, we'll explore access modifiers, such as public, private, protected, and internal. Constructors: A constructor is a special method in a class that gets called when an object is created. Constructors are used to initialize the object's state, set default values for fields, and perform any setup required. To define a constructor, use the class name as the method name and no return type: class Person { public string Name { get ; set ; } public int Age { get ; set ; } public Person( string name, int age) { Name = name; Age = age; } } // Usage Person person = new Person( "John" , 30

Chapter 2.2: Object-Oriented Programming with C#: Understanding Interfaces, Delegates, and Events in C#

 Introduction: In our previous article , we explored classes, objects, and inheritance in the context of Object-Oriented Programming with C#. In this article, we'll delve into interfaces, delegates, and events, which are crucial concepts for designing flexible, modular, and maintainable applications in C#. In the next article, we'll cover constructors and destructors. Interfaces: An interface is a contract that defines a set of methods and properties a class must implement. Interfaces promote loose coupling and ensure that classes adhere to a specific structure. To define an interface, use the interface keyword followed by the interface name: interface IPrintable { void Print(); } To implement an interface in a class, use the : symbol followed by the interface name: class Document : IPrintable { public void Print() { Console.WriteLine( "Printing the document..." ); } } Delegates: A delegate is a type-safe fun

Chapter 2.1: Object-Oriented Programming with C#: Understanding Classes, Objects, and Inheritance

 Introduction: In the previous articles , we covered the fundamentals of C#, including data types, variables, operators, control structures, and arrays and collections. Now, we will dive into the world of Object-Oriented Programming (OOP) with C#. In this article, we'll explore the concepts of classes, objects, and inheritance. In the next post, we will discuss interfaces, delegates, and events. Classes and Objects: A class is a blueprint for creating objects, which are instances of the class. A class can contain fields, properties, methods, and events that define the state and behavior of objects created from the class. To define a class, use the class keyword followed by the name of the class: class Person { // Fields, properties, methods, and events go here } To create an object (an instance of a class), use the new keyword followed by the class name and parentheses: Person person1 = new Person(); Inheritance: Inheritance is a fundamental