Exploring Generics, Delegates, and Beyond
The more time you spend programming, the more you start thinking about systems. Structuring how classes and objects interact, communicate, and exchange data are all examples of systems we’ve worked with so far; the question now is how to make them safer and more efficient.
Since this will be the last practical chapter of the book, we’ll be going over examples of generic programming concepts, delegation, event creation, and error handling. Each of these topics is a large area of study in its own right, so take what you learn here and expand on it in your projects. After we complete our practical coding, we’ll finish up with a brief overview of design patterns and how they’ll play a part in your programming journey going forward.
We’ll cover the following topics in this chapter:
- Generic programming
- Using delegates
- Creating events and subscriptions
- Throwing and handling errors...