Book Image

High-Performance Programming in C# and .NET

By : Jason Alls
Book Image

High-Performance Programming in C# and .NET

By: Jason Alls

Overview of this book

Writing high-performance code while building an application is crucial, and over the years, Microsoft has focused on delivering various performance-related improvements within the .NET ecosystem. This book will help you understand the aspects involved in designing responsive, resilient, and high-performance applications with the new version of C# and .NET. You will start by understanding the foundation of high-performance code and the latest performance-related improvements in C# 10.0 and .NET 6. Next, you’ll learn how to use tracing and diagnostics to track down performance issues and the cause of memory leaks. The chapters that follow then show you how to enhance the performance of your networked applications and various ways to improve directory tasks, file tasks, and more. Later, you’ll go on to improve data querying performance and write responsive user interfaces. You’ll also discover how you can use cloud providers such as Microsoft Azure to build scalable distributed solutions. Finally, you’ll explore various ways to process code synchronously, asynchronously, and in parallel to reduce the time it takes to process a series of tasks. By the end of this C# programming book, you’ll have the confidence you need to build highly resilient, high-performance applications that meet your customer's demands.
Table of Contents (22 chapters)
1
Part 1: High-Performance Code Foundation
7
Part 2: Writing High-Performance Code
16
Part 3: Threading and Concurrency

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...