Interview Tips Interview Tips, Interview Questions and Answers

23May/100

What is the difference between Shared and Static?

They both mean the same. Shared is used in VB.NET. Static is used in C#.
When the static keyword is used to declare a class, the member in context must be directly invoked from the class, rather than from the instance. Consider the following example

//Consider writing the following line of code...
Console obj = new Console();
obj.Writeline("Vishal likes static members"); //This line does'nt print

//This does'nt work, because WriteLine is a static method defined in the class Console
//The Console class is a static class

To use static members, give a reference to the exact class, as an instance in this case won't work.

To make this work, write...
Console.Writeline("Vishal likes static members");

To work with members of static classes, no need to create their instances.
Static Member - A class member declared with the keyword static is a static member. A static member is owned by the class, not by its instances (objects of the class).
Note that static members are actually class members, while non-static members are instance members (means they are owned by the instances). Both in C# & VB.NET, we may create static/shared events, properties, fields and functions.

Note Indexers in C# cannot be declared static.

Note Static member functions cannot access non-static members directly.

22Feb/100

What are design patterns

Design patterns are documented tried and tested solutions for recurring problems in a given context. So basically you have a problem context and the proposed solution for the same. Design patterns existed in some or other form right from the inception stage of software development. Let’s say if you want to implement a sorting algorithm the first thing comes to mind is bubble sort. So the problem is sorting and solution is bubble sort. Same holds true for design patterns.

There are three basic classifications of patterns Creational, Structural, and Behavioral patterns.

Creational Patterns

Abstract Factory:- Creates an instance of several families of classes
Builder: - Separates object construction from its representation
Factory Method:- Creates an instance of several derived classes
Prototype:- A fully initialized instance to be copied or cloned
Singleton:- A class in which only a single instance can exist

Note: - The best way to remember Creational pattern is by ABFPS (Abraham Became First President of States).
Structural Patterns

Adapter:-Match interfaces of different classes.
Bridge:-Separates an object’s abstraction from its implementation.
Composite:-A tree structure of simple and composite objects.
Decorator:-Add responsibilities to objects dynamically.
Façade:-A single class that represents an entire subsystem.
Flyweight:-A fine-grained instance used for efficient sharing.
Proxy:-An object representing another object.

Note : To remember structural pattern best is (ABCDFFP)
Behavioral Patterns

Mediator :-D efines simplified communication between classes.
Memento:-Capture and restore an object's internal state.
Interpreter:- A way to include language elements in a program.
Iterator:-Sequentially access the elements of a collection.
Chain of Resp: - A way of passing a request between a chain of objects.
Command:-Encapsulate a command request as an object.
State:-Alter an object's behavior when its state changes.
Strategy:-Encapsulates an algorithm inside a class.
Observer: - A way of notifying change to a number of classes.
Template Method :-D efer the exact steps of an algorithm to a subclass.
Visitor :-D efines a new operation to a class without change.

20Jan/100

Interview Questions: Which are the three main categories of design patterns?

Creational Patterns

Abstract Factory:- Creates an instance of several families of classes
Builder: - Separates object construction from its representation
Factory Method:- Creates an instance of several derived classes
Prototype:- A fully initialized instance to be copied or cloned
Singleton:- A class in which only a single instance can exist

Note: - The best way to remember Creational pattern is by remembering ABFPS (Abraham Became First President of States).
Structural Patterns

Adapter:-Match interfaces of different classes .
Bridge:-Separates an object’s abstraction from its implementation.
Composite:-A tree structure of simple and composite objects.
Decorator:-Add responsibilities to objects dynamically.
Façade:-A single class that represents an entire subsystem.
Flyweight:-A fine-grained instance used for efficient sharing.
Proxy:-An object representing another object.

Note : To remember structural pattern best is (ABCDFFP)
Behavioral Patterns

Mediator :-D efines simplified communication between classes.
Memento:-Capture and restore an object's internal state.
Interpreter:- A way to include language elements in a program.
Iterator:-Sequentially access the elements of a collection.
Chain of Resp: - A way of passing a request between a chain of objects.
Command:-Encapsulate a command request as an object.
State:-Alter an object's behavior when its state changes.
Strategy:-Encapsulates an algorithm inside a class.
Observer: - A way of notifying change to a number of classes.
Template Method :-D efer the exact steps of an algorithm to a subclass.
Visitor :-D efines a new operation to a class without change.