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This book is divided into four parts. The first part starts with a detailed discussion of polymorphism. It then shows you how to make proper use of abstract classes and interfaces, and you will know which technique to use for a specific scenario. Discussions on code comments teach you how to use them effectively, and why you need to be careful with code comments.
In the second part you will learn six design principles, including SOLID and DRY principles. These are the foundation of well-known design patterns and they establish practices for developing software with considerations for maintaining and extending as a project grows.
The third part takes you through the methods to make efficient applications. You will learn the common use of factories to separate code from its opposite and the alternative of inheritance using object composition and wrappers. This part also demonstrates the use of template methods, hooks, and facades in programming. Hints show you how professional coders develop an enterprise application.
In the fourth and final part you will learn about effective memory management techniques by preventing leaks in your application and the use and misuse of design patterns. This part also discusses how to decide between a static method and an instance method and other techniques, in brief.
After reading this book, you will be able to implement best practices to make your programs more effective and reliable.
Chapter Goal: To show you the proper use of comments. It also discusses the side-effects of bad/redundant comments.
No of pages: 5-10+
Chapter 2: Use PolymorphismChapter Goal: To show why a polymorphic code can perform better.
No of pages 5-10+
Sub - Topics
2.1 Initial Program: Demo 1
2.2 Output and Analysis
2.3 Making efficient programs: Demo 2
2.4 Analysis
2.5 Conclusion
Chapter 3: Abstract Class, or Interface?Chapter Goal: In this chapter, we do not compare the basic differences between an abstract class or an interface. Instead, we discuss the code segments where you can use either of them, but the compiler does not raise any issue. Then we will analyze how to write efficient code using both these techniques for some specific scenarios.
No of pages: 10-15+
Chapter 4: Static Method or Instance Method?Chapter Goal: This chapter shows how to decide between a static method and an instance method. It shows the answer with supporting code examples.
No of pages: 5-10+
Part II Important Principles
Chapter Goal: This chapter explains the Single Responsibility Principle( SRP), Open/Closed Principle (OCP), Liscov Substitution Principle (LSP), Interface Segregation Principle (ISP),and Dependency Inversion Principle (DIP) principles (with and without ) with code examples.
No of pages 50+
Chapter Goal: In this chapter, you learn about the DRY principle and its importance by building applications in C#. DRY stands for DON'T REPEAT YOURSELF and is a basic principle of software development, aimed to reducing repetition of information.
No of pages: 10-15+
Chapter Goal: This chapter shows the common use of factories to separate the varying code from its opposite.
No of pages: 10-20+
Chapter 8: Add Features Using WrappersChapter Goal: This chapter shows the alternative of inheritance using object composition and wrappers.
No of pages: 10-20+
Chapter 9: Efficient Templates using HooksChapter Goal: This chapter shows the use of hooks inside a template method to shorten your code.
No of pages: 10-15+
Chapter 10: Simplify Complex Systems using FacadesChapter Goal: This chapter shows the use of facades to simplify a complex system.
No of pages: 10-15+
Part IV The Final TalksChapter Goal: This chapter discusses the uses of design patterns and shows which patterns are already implemented in this book on different topics. It also discusses the misuse of patterns.
No of pages: 5-10+
Sub - Topics NA
Chapter 12: The Road AheadChapter Goal: It discusses some other techniques in brief.
No of pages: 5-10+
Sub - Topics NA


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