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  2. Async/await - Wikipedia

    en.wikipedia.org/wiki/Async/await

    First, the async keyword indicates to C# that the method is asynchronous, meaning that it may use an arbitrary number of await expressions and will bind the result to a promise. [1]: 165–168 The return type, Task<T>, is C#'s analogue to the concept of a promise, and here is indicated to have a result value of type int.

  3. Asynchronous method invocation - Wikipedia

    en.wikipedia.org/wiki/Asynchronous_method_invocation

    In multithreaded computer programming, asynchronous method invocation (AMI), also known as asynchronous method calls or the asynchronous pattern is a design pattern in which the call site is not blocked while waiting for the called code to finish. Instead, the calling thread is notified when the reply arrives.

  4. C Sharp (programming language) - Wikipedia

    en.wikipedia.org/wiki/C_Sharp_(programming_language)

    C# (/ ˌ s iː ˈ ʃ ɑːr p / see SHARP) [b] is a general-purpose high-level programming language supporting multiple paradigms. C# encompasses static typing, [16]: 4 strong typing, lexically scoped, imperative, declarative, functional, generic, [16]: 22 object-oriented (class-based), and component-oriented programming disciplines. [17]

  5. C Sharp syntax - Wikipedia

    en.wikipedia.org/wiki/C_Sharp_syntax

    Classes are reference types and structs are value types. A structure is allocated on the stack when it is declared and the variable is bound to its address. It directly contains the value. Classes are different because the memory is allocated as objects on the heap. Variables are rather managed pointers on the stack which point to the objects.

  6. Object pool pattern - Wikipedia

    en.wikipedia.org/wiki/Object_pool_pattern

    The following shows the basic code of the object pool design pattern implemented using C#. For brevity the properties of the classes are declared using C# 3.0 automatically implemented property syntax. These could be replaced with full property definitions for earlier versions of the language.

  7. Futures and promises - Wikipedia

    en.wikipedia.org/wiki/Futures_and_promises

    In computer science, futures, promises, delays, and deferreds are constructs used for synchronizing program execution in some concurrent programming languages.Each is an object that acts as a proxy for a result that is initially unknown, usually because the computation of its value is not yet complete.

  8. Mediator pattern - Wikipedia

    en.wikipedia.org/wiki/Mediator_pattern

    The mediator [1] design pattern is one of the twenty-three well-known design patterns that describe how to solve recurring design problems to design flexible and reusable object-oriented software, that is, objects that are easier to implement, change, test, and reuse.

  9. Lazy initialization - Wikipedia

    en.wikipedia.org/wiki/Lazy_initialization

    In computer programming, lazy initialization is the tactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed.