19 October 2023

Can multiple datatype support in array and List in c#

 Can multiple datatype support in array and List in c#

In C#, arrays are collections of elements that must all have the same data type. This means that all elements in a C# array must be of a uniform data type. For example, if you create an array of integers, you cannot store other data types such as strings or floats in the same array.

Here's an example of creating an array of integers in C#:

```csharp

int[] numbers = new int[] { 1, 2, 3, 4, 5 };

In this example, `numbers` is an array of integers, and you can only store integer values in it. Attempting to store a different data type in this array would result in a compilation error.

If you need to store multiple data types in a collection, you can use other data structures in C# such as `List<T>` from the `System.Collections.Generic` namespace. `List<T>` allows you to store elements of different data types because it is a generic collection that can be parameterized with any data type.

Here's an example of using `List<T>` to store elements of different data types:

```csharp

using System;

using System.Collections.Generic;

class Program

{

    static void Main()

    {

        List<object> mixedList = new List<object>();

        mixedList.Add(1);        // integer

        mixedList.Add("hello");  // string

        mixedList.Add(3.14);     // double

        foreach (var item in mixedList)

        {

            Console.WriteLine(item);

        }

    }

}

In this example, `mixedList` is a `List<object>` that can store elements of different data types by treating them as `object`. However, it's important to note that using `List<object>` can lead to loss of type safety and may require explicit casting when retrieving elements from the list.

18 October 2023

Youtube Tutorial for Dotnet and Azure from Experts

 Youtube Tutorial for Dotnet and Azure from Experts

Dotnet and Azure

Milan Jovanović

Dependency Inversion Principle (DIP)

 Dependency Inversion Principle (DIP)

The Dependency Inversion Principle (DIP) is one of the SOLID principles of object-oriented design. It suggests that high-level modules (e.g., business logic) should not depend on low-level modules (e.g., database access, external services). Instead, both high-level and low-level modules should depend on abstractions (interfaces or abstract classes).

In simpler terms, the Dependency Inversion Principle advocates that the direction of dependency should be toward abstractions, not concretions. This allows for decoupling between components, making the system more flexible, maintainable, and easier to extend.

Let's explore the Dependency Inversion Principle with an example in C#. Consider a scenario where you have a high-level module representing a class `BusinessLogic` that needs to save data to a database. Following DIP, you would define an interface representing the database operations:

```csharp

// Database interface representing the operations needed by BusinessLogic

public interface IDatabase

{

    void SaveData(string data);

}

Now, the `BusinessLogic` class depends on the `IDatabase` interface, not on a specific database implementation. It can work with any class that implements this interface. For example:

```csharp

// High-level module depending on abstraction (IDatabase interface)

public class BusinessLogic

{

    private readonly IDatabase _database;


    public BusinessLogic(IDatabase database)

    {

        _database = database;

    }

    public void ProcessData(string data)

    {

        // Process data

        Console.WriteLine("Processing data: " + data);


        // Save data using the injected database implementation

        _database.SaveData(data);

    }

}

Now, you can have different database implementations that adhere to the `IDatabase` interface. For instance, let's create a `SqlServerDatabase` class:

```csharp

// Low-level module implementing IDatabase interface

public class SqlServerDatabase : IDatabase

{

    public void SaveData(string data)

    {

        Console.WriteLine("Saving data to SQL Server database: " + data);

        // Save data to SQL Server

    }

}

In this example, the `BusinessLogic` class depends on the `IDatabase` interface, allowing for flexibility in the choice of database implementation. This adherence to abstraction instead of concretions is the essence of the Dependency Inversion Principle. It promotes the use of interfaces and abstractions to achieve loose coupling between components, making the system more modular and easier to maintain.

Interface Segregation Principle (ISP)

  Interface Segregation Principle (ISP)

The Interface Segregation Principle (ISP) is one of the SOLID principles of object-oriented design. It states that no client should be forced to depend on methods it does not use. In simpler terms, it suggests that a class should not be forced to implement interfaces it doesn't use. Instead of having large interfaces with many methods, it's better to have smaller, more specific interfaces.

Let's explore the Interface Segregation Principle with an example in C#. Imagine you have an interface called `IWorker` that represents different tasks a worker can do:

```csharp

public interface IWorker

{

    void Work();

    void Eat();

    void Sleep();

}

In this interface, a worker can work, eat, and sleep. However, consider a scenario where you have different types of workers - regular workers who do all tasks, and part-time workers who only work and eat. If both types of workers are forced to implement the `IWorker` interface as it is, it would violate the Interface Segregation Principle because the part-time workers would be implementing methods they don't use (`Sleep` method).

A better approach would be to segregate the interface into smaller interfaces, each representing a specific functionality. For example:

```csharp

public interface IWorkable

{

    void Work();

}

public interface IEatable

{

    void Eat();

}

public interface ISleepable

{

    void Sleep();

}

Now, the regular workers can implement all three interfaces, while the part-time workers only need to implement `IWorkable` and `IEatable`, avoiding the unnecessary implementation of the `Sleep` method.

Here's an implementation of regular and part-time workers using the segregated interfaces:

```csharp

public class RegularWorker : IWorkable, IEatable, ISleepable

{

    public void Work()

    {

        Console.WriteLine("Regular worker is working.");

    }

    public void Eat()

    {

        Console.WriteLine("Regular worker is eating.");

    }

    public void Sleep()

    {

        Console.WriteLine("Regular worker is sleeping.");

    }

}

public class PartTimeWorker : IWorkable, IEatable

{

    public void Work()

    {

        Console.WriteLine("Part-time worker is working.");

    }

    public void Eat()

    {

        Console.WriteLine("Part-time worker is eating.");

    }

}

By adhering to the Interface Segregation Principle, you create more specialized and cohesive interfaces, leading to more maintainable and flexible code. Classes and objects can implement only the interfaces that are relevant to them, avoiding unnecessary dependencies and ensuring that clients are not forced to depend on methods they don't use.

Liskov Substitution Principle (LSP)

 Liskov Substitution Principle (LSP)

The principle states that objects of a superclass should be replaceable with objects of a subclass without affecting the correctness of the program.

Certainly! Let's demonstrate the Liskov Substitution Principle (LSP) with an example involving addition and subtraction operations in C#.

First, let's define an interface `IOperation` representing different mathematical operations:

```csharp

// Operation interface

public interface IOperation

{

    int Apply(int x, int y);

}

Next, we implement two classes, `Addition` and `Subtraction`, representing addition and subtraction operations, respectively:

```csharp

// Addition class implementing IOperation interface

public class Addition : IOperation

{

    public int Apply(int x, int y)

    {

        return x + y;

    }

}

// Subtraction class implementing IOperation interface

public class Subtraction : IOperation

{

    public int Apply(int x, int y)

    {

        return x - y;

    }

}

Now, let's create a calculator class `Calculator` that performs addition and subtraction operations based on the Liskov Substitution Principle:

```csharp

// Calculator class adhering to the Liskov Substitution Principle

public class Calculator

{

    public int PerformOperation(IOperation operation, int x, int y)

    {

        return operation.Apply(x, y);

    }

}

In this implementation, both `Addition` and `Subtraction` classes implement the `IOperation` interface. The `Calculator` class takes any object that implements `IOperation` and performs the operation without knowing the specific class being used, demonstrating the Liskov Substitution Principle.

Here's how you can use these classes:

```csharp

class Program

{

    static void Main()

    {

        Calculator calculator = new Calculator();

        IOperation addition = new Addition();

        int result1 = calculator.PerformOperation(addition, 10, 5);

        Console.WriteLine("Addition Result: " + result1); // Output: 15

        IOperation subtraction = new Subtraction();

        int result2 = calculator.PerformOperation(subtraction, 10, 5);

        Console.WriteLine("Subtraction Result: " + result2); // Output: 5

    }

}

In this example, both `Addition` and `Subtraction` classes can be substituted wherever an `IOperation` object is expected, without altering the correctness of the program, adhering to the Liskov Substitution Principle.

Open/Closed Principle (OCP)

Open/Closed Principle (OCP)

It states that software entities (such as classes, modules, and functions) should be open for extension but closed for modification. In other words, the behavior of a module can be extended without altering its source code.

 Certainly! Let's extend the example to demonstrate the Open/Closed Principle (OCP) using an addition and subtraction scenario in C#.

First, we define an interface `IOperation` that represents different mathematical operations:

```csharp

// Operation interface

public interface IOperation

{

    int Apply(int x, int y);

}

Next, we implement two classes, `Addition` and `Subtraction`, that represent the addition and subtraction operations respectively:

```csharp

// Addition class implementing IOperation interface

public class Addition : IOperation

{

    public int Apply(int x, int y)

    {

        return x + y;

    }

}

// Subtraction class implementing IOperation interface

public class Subtraction : IOperation

{

    public int Apply(int x, int y)

    {

        return x - y;

    }

}

Now, let's create a calculator class `Calculator` that can perform addition and subtraction operations without modifying its existing code:

```csharp

// Calculator class adhering to the Open/Closed Principle

public class Calculator

{

    public int PerformOperation(IOperation operation, int x, int y)

    {

        return operation.Apply(x, y);

    }

}

In this example, the `Calculator` class is closed for modification because it doesn't need to be changed when new operations (like multiplication, division, etc.) are added. We can extend the functionality of the calculator by creating new classes that implement the `IOperation` interface.

Here's how you might use these classes:

```csharp

class Program

{

    static void Main()

    {

        Calculator calculator = new Calculator();


        // Perform addition operation

        IOperation addition = new Addition();

        int result1 = calculator.PerformOperation(addition, 10, 5);

        Console.WriteLine("Addition Result: " + result1); // Output: 15


        // Perform subtraction operation

        IOperation subtraction = new Subtraction();

        int result2 = calculator.PerformOperation(subtraction, 10, 5);

        Console.WriteLine("Subtraction Result: " + result2); // Output: 5

    }

}

In this way, the `Calculator` class is open for extension. You can add new operations by creating new classes that implement the `IOperation` interface without modifying the existing `Calculator` class, thereby following the Open/Closed Principle.

Single Responsibility Principle (SRP)

 Single Responsibility Principle (SRP) 

A class should have only one reason to change, meaning that a class should only have one job. If a class has more than one reason to change, it has more than one responsibility, and these responsibilities should be separated into different classes.

Certainly! Let's consider an example in C# to illustrate the Single Responsibility Principle (SRP). Imagine we are building a system to manage employees in a company. We can start with a class `Employee` that represents an employee in the company:

```csharp

public class Employee

{

    public int Id { get; set; }

    public string Name { get; set; }

    public decimal Salary { get; set; }


    public void CalculateSalaryBonus()

    {

        // Calculate salary bonus logic

        // ...

    }

    public void SaveToDatabase()

    {

        // Save employee to the database logic

        // ...

    }

}

In this example, the `Employee` class has two responsibilities:

1. **Calculating Salary Bonus**

2. **Saving to Database**

However, this violates the Single Responsibility Principle because the class has more than one reason to change. If the database schema changes or if the way salary bonuses are calculated changes, the `Employee` class would need to be modified for multiple reasons.

To adhere to the SRP, we should separate these responsibilities into different classes. Here's how you can refactor the code:

```csharp

public class Employee

{

    public int Id { get; set; }

    public string Name { get; set; }

    public decimal Salary { get; set; }

}

public class SalaryCalculator

{

    public decimal CalculateSalaryBonus(Employee employee)

    {

        // Calculate salary bonus logic

        // ...

    }

}

public class EmployeeRepository

{

    public void SaveToDatabase(Employee employee)

    {

        // Save employee to the database logic

        // ...

    }

}

In this refactored version, the `Employee` class is responsible only for representing the data of an employee. The `SalaryCalculator` class is responsible for calculating salary bonuses, and the `EmployeeRepository` class is responsible for saving employee data to the database. Each class now has a single responsibility, adhering to the Single Responsibility Principle. This separation allows for more flexibility and maintainability in the codebase.

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