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High-Performance Programming in C# and .NET

You're reading from   High-Performance Programming in C# and .NET Understand the nuts and bolts of developing robust, faster, and resilient applications in C# 10.0 and .NET 6

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Product type Paperback
Published in Jul 2022
Publisher Packt
ISBN-13 9781800564718
Length 660 pages
Edition 1st Edition
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Author (1):
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Jason Alls Jason Alls
Author Profile Icon Jason Alls
Jason Alls
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Table of Contents (22) Chapters Close

Preface 1. Part 1: High-Performance Code Foundation
2. Chapter 1: Introducing C# 10.0 and .NET 6 FREE CHAPTER 3. Chapter 2: Implementing C# Interoperability 4. Chapter 3: Predefined Data Types and Memory Allocations 5. Chapter 4: Memory Management 6. Chapter 5: Application Profiling and Tracing 7. Part 2: Writing High-Performance Code
8. Chapter 6: The .NET Collections 9. Chapter 7: LINQ Performance 10. Chapter 8: File and Stream I/O 11. Chapter 9: Enhancing the Performance of Networked Applications 12. Chapter 10: Setting Up Our Database Project 13. Chapter 11: Benchmarking Relational Data Access Frameworks 14. Chapter 12: Responsive User Interfaces 15. Chapter 13: Distributed Systems 16. Part 3: Threading and Concurrency
17. Chapter 14: Multi-Threaded Programming 18. Chapter 15: Parallel Programming 19. Chapter 16: Asynchronous Programming 20. Assessments 21. Other Books You May Enjoy

Using Platform Invocation (P/Invoke)

P/Invoke is a Common Language Infrastructure (CLI) feature that enables native code to be called by managed applications. Native code is not managed by the Common Language Runtime (CLR), so, the code's safety is firmly placed in the hands of the programmer.

In managed code, the garbage collector automatically cleans up objects in memory and is responsible for assigning generations to objects. We will cover the garbage collector in more detail in Chapter 4, Memory Management. A new object always starts life as generation zero when it is less than 80,000 bytes in size and will be placed on the small object heap. Objects equal to or greater than 80,000 bytes in size are placed on the large object heap. Objects that survive generation zero get promoted by the garbage collector to generation one. Finally, objects that survive generation one get promoted to generation two.

Note

Instantiated objects equal to or greater than 80,000 bytes...

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