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C# is based on the C++ programming language. Hence, the C# programming language has in-built support for classes and objects. A class is nothing but an encapsulation of properties and methods that are used to represent a real-time entity.

For example, if you want to work with employee’s data in a particular application.

All of these operations can be represented as a class in C#. In this chapter, we will look at how we can work with classes and objects in C# in more detail.

In this tutorial, you will learn-

What is Class and Object?

Let’s first begin with classes.

As we discussed earlier classes are an encapsulation of data properties and data methods.

The properties are used to describe the data the class will be holding.

The methods tell what are the operations that can be performed on the data.

To get a better understanding of class and objects, let’s look at an example below of how a class would look like.

The name of the class is “Tutorial”. The class has the following properties

Tutorial ID – This will be used to store a unique number which would represent the Tutorial.

Tutorial Name – This will be used to store the name of the tutorial as a string.

A class also comprises of methods. Our class has the following methods,

SetTutorial – This method would be used to set the ID and name of the Tutorial. So for example, if we wanted to create a tutorial for .Net, we might create an object for this. The object would have an ID of let’s say 1. Secondly, we would assign a name of “.Net” as the name of the Tutorial. The ID value of 1 and the name of “.Net” would be stored as a property of the object.

GetTutorial – This method would be used to get the details of a specific tutorial. So if we wanted to get the name of the Tutorial, this method would return the string “.Net”.

Below is a snapshot of how an object might look like for our Tutorial class. We have 3 objects, each with their own respective TutorialID and TutorialName.

How to Create a Class and Object

Let’s now dive into Visual Studio to create our class. We are going to build upon our existing console application which was created in our earlier chapter. We will create a class in Visual Studio for our current application.

Let’s follow the below-mentioned steps to get this example in place.

Step 1) The first step involves the creation of a new class within our existing application. This is done with the help of Visual Studio.

Step 2) The next step is to provide a name for the class and add it to our solution.

In the project dialog box, we first need to provide a name for our class. Let’s provide a name of chúng tôi for our class. Note that the file name should end with .cs to ensure it is treated as a proper class file.

If the above steps are followed, you will get the below output in Visual Studio.


A class named chúng tôi will be added to the solution. If you open the file, you will find the below code added to the class file.

Code Explanation:-

The first part contains the mandatory modules which Visual Studio adds to any .Net file. These modules are always required to ensure any .Net program runs in a Windows environment.

The second part is the class which is added to the file. The class name is ‘Tutorial’ in our case. This is the name which was specified with the class was added to the solution.

For the moment, our class file does not do anything. In the following topics, we will look into more details on how to work with the class.

Fields and methods

We have already seen how fields and methods are defined in classes in the earlier topic.

For our Tutorial class, we can have the following properties.

Tutorial ID – This will be used to store a unique number which would represent the Tutorial.

Tutorial Name – This will be used to store the name of the tutorial as a string.

Our Tutorial class can also have the below-mentioned methods.

SetTutorial – This method would be used to set the ID and name of the Tutorial.

GetTutorial – This method would be used to get the details of a specific tutorial.

Let’s now see how we can incorporate fields and methods in our code.

Step 1) The first step is to ensure the Tutorial class has the right fields and methods defined. In this step, we add the below code to the chúng tôi file.

Code Explanation:-

The first step is to add the fields of TutorialID and TutorialName to the class file. Since the TutorialID field will be a number, we define it as an Integer, while TutorialName will be defined as a string.

Next, we define the SetTutorial method. This method accepts 2 parameters. So if chúng tôi calls the SetTutorial method, it would need to provide the values to these parameters. These values will be used to set the fields of the Tutorial object.

Note: let’s take an example and assume our chúng tôi file calls the SetTutorial with the parameters “1” and “.Net”. The below steps would be executed as a result of this,

The value of pID would become 1

The value of pName would be .Net.

In the SetTutorial method, these values would then be passed to TutorialID and TutorialName.

So now TutorialID would have a value of 1 and TutorialName would have a value of “.Net”.

Here we set the fields of the Tutorial class to the parameters accordingly. So we set TutorialID to pID and TutorialName to Pname.

We then define the GetTutorial method to return value of the type “String”. This method will be used to return the TutorialName to the calling program. Likewise, you can also get the tutorial id with method Int GetTutorial

Here we return the value of the TutorialName field to the calling program.

Step 2) Now let’s add code to our chúng tôi which is our Console application. The Console application will be used to create an object of the “Tutorial class” and call the SetTutorial and GetTutorial methods accordingly.

(Note:- An object is an instance of a class at any given time. The difference between a class and an object is that the object contains values for the properties.)

using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace DemoApplication { class Tutorial { int TutorialID; string TutorialName; public void SetTutorial(int pID,string pName) { TutorialID=pID; TutorialName=pName; } public String GetTutorial() { return TutorialName; } static void Main(string[] args) { Tutorial pTutor=new Tutorial(); pTutor.SetTutorial(1,".Net"); Console.WriteLine(pTutor.GetTutorial()); Console.ReadKey(); } } }

Code Explanation:-

The first step is to create an object for the Tutorial class. Mark here that this is done by using the keyword ‘new’. The ‘new’ keyword is used to create an object from a class in C#. The object is then assigned to the pTutor variable.

The method SetTutorial is then called. The parameters of 1 and “.Net” are passed to the SetTutorial method. These will then be used to set the “TutorialID” and “TutorialName” fields of the class accordingly.

We then use the GetTutorial method of the Tutorial class to get the TutorialName. This is then displayed to the console via the Console.WriteLine method.

If the above code is entered properly and the program is run the following output will be displayed.


From the output, you can clearly see that the string “.Net” was returned by the GetTutorial method.


The class is an encapsulation of data properties and methods. The properties are used to define the type of data in the class. The methods define the operations which can be performed on the data.

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Can C And C++ Topple Python And Java In The Coming Years?

In the list of top programming languages on GitHub, C and C++ have climbed up the rankings

The most frequently used programming languages in GitHub projects are JavaScript, Python and Java, TypeScript, and C and C++, according to GitHub’s 2023 Octoverse report. The list of the top programming languages on Microsoft-owned GitHub was stable this year, with no difference in the line-up except for PHP which dropped.

The three programming languages on the list were Shell, C, and Ruby. Hashicorp Configuration Language (HCL) — increased by 56%, and Rust which increased by over 50% was the most popular programming language with the strongest growth rate. TypeScript expanded by 37.8%. Additionally, Lua, Go, Shell, Makefile, C, Kotlin, and Python saw substantial growth. The programming languages C and C++ topple Python and Java in the list. GitHub attributes Go’s expansion into cloud development projects like Docker and Kubernetes was supported by Google. Google prefers Kotlin for Android development over Java, which is evidence of Android’s influence on mobile app development.

However, it should be noted that Java did not see substantial growth on GitHub. However, it continues to rank among the top three languages on GitHub and Tiobe.

With 19,800 contributors, Microsoft’s cross-platform code editor VS Code took the top spot among open-source projects. Home Assistant, an open-source home automation kit managed by Paulus Schoutsen, came in second with 13,500 contributors.

With 12,400 contributions, Google’s Flutter UI framework came in third place. Other significant initiatives were Google’s Material UI, Microsoft’s Azure Docs, Verbal’s chúng tôi TypeScript, Google’s Material UI, and the TensorFlow machine-learning framework.

94 million developers currently use the GitHub platform to store code, submit pull requests, and make contributions. By adding 20.5 million new members in the most recent year, the community expanded 27% year over year. According to the corporation, GitHub is used by 90% of Fortune 100 organizations, and 90% of businesses employ open-source software. Additionally, to coordinate their OSS plans, 30% of Fortune 100 corporations have established an open-source program office (OSPO).

85.7 million new repositories were hosted by GitHub in 2023, an increase of 20%. A staggering 3.5 contributions to open-source projects were also made on GitHub. Commits, problems, pull requests, debates, visits, pushes, and pull requests are a few examples of these contributions.

Additionally, GitHub noted an increase in private repositories. In 2023, just 20% of all contributions made on GitHub went to open-source projects. In 2023, GitHub made private repositories available to GitHub Free users.

Additionally, it looks that GitHub’s Dependabot and Advisory Database are improving security, particularly in patching weak dependencies. Updates to dependencies increased from 16 million in 2023 to 24 million in 2023. There were 13 million secured projects in 2023 and 18 million in 2023.

According to the most current popularity rankings from developer analyst RedMonk, developers who learn JavaScript, Python, Java, and PHP appear to be quite safe in their choice of programming languages for the time being.

Since RedMonk’s initial biannual rating in March, neither the list’s top four languages’ positions nor their composition has changed. Additionally, there hasn’t been much of a shift in the top 20 rankings, which are determined by the quantity of GitHub projects and the amount of StackOverflow developer forum conversations.

The top four languages—Python, Java, C, and C++—have likewise solidified their positions, according to Tiobe Software, which publishes a monthly language index, leaving little opportunity for the competition from newcomers.

Anonymous Inner Class In Java

Introduction to Anonymous Inner Class in Java

Anonymous Inner Class in Java is an inner class or nested class. An inner class is a class that is present inside an outer class. So an anonymous inner class is an inner class that has no name. It is either a subclass of a class or an implementation of an interface. So if we have to override a class or interface method, we can use an anonymous inner class. In the case of the anonymous inner class, a curly brace is followed by the semicolon.

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Below is the syntax, where the class can be an abstract class or a concrete class or interface.

class t = new class() { public void class_method() { /* some code of the class_method */ } }; Examples of Anonymous Inner Class in Java

Given below are the examples mentioned:

Example #1

An example where we create an interface and a simple class that implements that interface.


package p1; interface Emp { int eid = 2101; void geteid(); } class ImplClass implements Emp { @Override public void geteid() { System.out.print("Employee id is "+eid); } } class Demo { public static void main( String[] arg ) { ImplClass ob=new ImplClass(); ob.geteid(); } }


As in the above code, an interface Emp is created with the geteid() method and eid=2101. ImplClass implements an Emp Interface and provides the definition for the geteid() method. There is no need to write a separate class ImplClass; instead, it can be use as an anonymous inner class.

Example #2

Here we rewrite the above java code to see an inner class working. The ImplClass class is accessible to other classes in the application. However, the ImplClass class’s functionality is not required by the other class in the application. Therefore we need not define an outer class. In addition, an instance of this class is used only once. Therefore, with the help of an anonymous inner class, the ImplClass class’s functionality can be implemented. In the below example, we created the object of the class directly by implementing the Empinterfece.


package p1; interface Emp { int eid = 2101; void geteid(); } class Demo { public static void main( String[] arg ) { Emp ob = new Emp() { @Override public void geteid() { System.out.print("Employee id is "+eid); } }; ob.geteid(); } }

As in the above code, an object of Emp is not created; implicitly, an object of ImplClass(may not be the same name) class is created. Note that the inner class has no name, so the compiler decides a name and creates it, implementing the Emp interface.

Example #3

Java code to create an anonymous Inner class that extends a class.


package p1; class Emp { void dispMesg() { System.out.println("This message is from main class"); } } class Demo { public static void main( String[] arg ) { Emp ob = new Emp() { @Override public void dispMesg() { System.out.print("This message is from child class"); } }; ob.dispMesg(); } }


Example #4

Java code to create an anonymous Inner class that extends an abstract class.

package p1; abstract class Emp { void dispMesg() { System.out.println("This message is from main class"); } abstract void abstrct_method(); } class Demo { public static void main( String[] arg ) { Emp ob = new Emp() { @Override public void dispMesg() { System.out.println("This message is from child class"); } @Override void abstrct_method() { System.out.println("Abstract Method"); } }; ob.dispMesg(); ob.abstrct_method(); } }


Example #5

Java code to create an anonymous Inner class that defines inside constructor or method argument where we will use the predefined Thread class and runnable interface to create and run thread.


package p1; class Demo { public static void main( String[] arg ) { Thread obt = new Thread(new Runnable() { @Override public void run() { System.out.println("Runing child Thread."); } }); System.out.println("Runing main Thread."); obt.start(); System.out.println("Runing main Thread."); } }



An anonymous inner class is an inner class that has no class name. There are different ways to create an anonymous inner class, like extending the concrete class, extending the abstract class, and implementing an interface.

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How Java Bufferedreader Class Works? Example

Introduction to Java BufferedReader

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Public class BufferedReader Extends Reader How does Java BufferedReader Class work?

The Java BufferedReader Class basically works just by reading the text of the character input stream and the buffering characters, which are about to provide the efficient reading of arrays, characters, and lines. There are some of the important points to make the BufferedReader Class work. They are buffer size can be specified or may have some default size. The default size of it is somewhat large enough for each and most of the purposes. The programs that actually use the DataInputStreams for some textual input localized by replacing for each and every DataInputStream along with an appropriate BufferedReader.

Constructors of Java BufferedReader

Given below are the two different types of constructors:

BufferedReader(Reader in)

BufferedReader(Reader in, int sz)

1. BufferedReader(Reader in): This constructor will create one buffering character input stream, which actually used as a default sized input buffer or buffering.

2. BufferedReader(Reader in, int sz): This constructor will create a buffering input character stream that actually uses input buffering of some specific size.

Methods of Java BufferedReader

Given below are the methods:

1. Void Close() Method of BufferedReader Class: The void close() method will help close the streaming or stream and release any type of system resources that actually associate with it.

2. Void mark(int readAheadLimit) Method of BufferedReader Class: The Void mark (int readAheadLimit) method will help in marking the present position/spot in the stream.

3. Boolean markSupported() Method of BufferedReader Class: The Boolean markSupported() method will tell the support stream the mark() function operation, which it actually does.

4. Int read() Method of BufferedReader: The int read() method will read a single character.

5. Int read(char[] cbuf , int off, int len) Method of BufferedReader Class: The int read(char[] cbuf, int off, int len) method will read the character into some array portion.

7. Boolean ready() Method of Java BufferedReader Class: The Boolean ready () method will actually tell if/whether the particular stream is actually ready in reading.

8. Void reset() Method of Java BufferedReader Class: The void reset() method will reset the stream so easily.

9. Long skip(long n) Method of Java BufferedReader Class: The Long skip (long n) method will easily skip the characters.

Examples of Java BufferedReader

Given below are the examples mentioned:

Example #1

This is an example of implementing the Java BufferedReader methods. At first, some libraries are imported using the import function. Then main() is created to create the needed program. Then fr1 FileReader and br1 BufferedReader are created. Then character array with 21 lengths is created then IF Loop is created to illustrate markSupported() function/method. Then again, IF is created for illustrating the ready() method.

The br.skip() is used to skip the first 8 characters of the text, which is in the chúng tôi Inside of the IF LOOP readLine() method and read () are illustrated. Then FOR LOOP is created with 21 lengths as a condition to print the characters which are within the 21 characters. Then line break will be printed. Then reset() method is illustrated. Then FOR LOOP for illustrating reset() and read() method.

import; import; import; public class BufferedReaderDemo { public static void main(String[] args) throws IOException { FileReader fr1 = new FileReader("file1.txt"); BufferedReader br1 = new BufferedReader(fr1); char c1[]=new char[21]; if(br1.markSupported()) { System.out.println("nBufferedReader's mark() method is now supported"); br1.mark(101); } br1.skip(9); if(br1.ready()) { System.out.println(br1.readLine());; for (int i = 0; i <21 ; i++) { System.out.print(c1[i]); } System.out.println(); br1.reset(); for (int i = 0; i <9 ; i++) { System.out.print((char); } } } }


Example #2

This is an example of implementing the Java BufferedReader Class Methods. At first, here, java IO function libraries are included. Then a public class called “BufferedReaderExample1” is created, and then the main() function is created to write the user needed code which throws the exception. Then the “fr1” variable is created for file reading (file1.txt), and then the “br1” variable is created, which is the buffered reader for fr1. Then int i1 is created, and then WHILE LOOP is created to implement read() method/function with the condition not equal to -1. Inside of the loop system.out.println() is used to print the whole characters of the file1.txt.


import*; public class BufferedReaderExample1 { public static void main(String args[])throws Exception{ FileReader fr1=new FileReader("file1.txt"); BufferedReader br1=new BufferedReader(fr1); int i1; while((!=-1){ System.out.print((char)i1); } br1.close(); fr1.close(); } }



In this article, we saw the definition of BufferedReader class along with its syntax, how the java BufferedReader class works, constructors of java BufferedReader class, methods of java BufferedReader class along with some of the examples.

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Bringing Students Together In Math Class

For math teachers who will have students learning at home next year, fostering a feeling of community will be as important as building skills.

Over this past year, teachers have been continually stressed about how to effectively teach students in different locations simultaneously so that the class feels and operates like a cohesive unit. My district has adopted a hybrid format where some students learn remotely all year, some learn in class (roomers), and the remainder do a little of both (alternate weeks in class). In my role as instructional math coach collaborating with elementary teachers, I’ve been asked to both differentiate instruction and bring students together to provide a sense of normalcy.

Moving forward, how can teachers continue to engage students and encourage learning in school and at home while also sustaining best practices in mathematics? Here are three instructional teaching strategies that promote building community and math skills with a focus on promoting cohesiveness, positive self-efficacy about math, and student achievement.

Streamline Materials for Easy Access at Home

While online educational materials are definitely an essential option, it’s important to also offer parents print alternatives to online resources to ensure equitable opportunities for learning at home. Hundreds charts (to 100 or 120) are versatile and provide countless opportunities for learning and can be easily accessed online or drawn on graph paper. Either way, the charts can then be converted into game boards for different grade levels. Whether students are practicing adding up from any number or subtracting 10, they can use a hundreds chart as a game board for flexibility and ease of access to play games that strengthen foundational skills in mathematics at home and in class.

Many math games are available online, and here are examples of a few I’ve shared with teachers and parents to practice math skills using a hundreds chart with their elementary school children:

Race to 100 by beginning at 1. Rolling two dice (or using an online number generator), find the sum (or product) and practice with running totals. A player gets an extra turn if they land on a number that ends with a 0, switches with another player’s place if they land on a number that ends with a 7, or skips a turn if they land on a number that ends with a 5.

For young elementary school children, use an online spinner to choose a starting point. Practice counting up and skip counting to 120 using the chart.

Find the target number. Use the random number generator to choose a starting number. Players earn points by marking the number that is 10 more or 10 less than the starting number. Continue for 10 rounds. This activity cultivates math fluency in young children.

Using standard game boards at home is another way to play math games that will expand interest in math that goes beyond the daily routine of the elementary classroom. In addition to a hundreds chart, there are other standard math resources, such as easy-to-make number lines (also available online) and various sizes of graph paper that parents can use as game boards at home. Blank standard game boards are also available online at no cost.

Build a More Sustainable Math Community

Supporting regular communication that strengthens academics and also reaches beyond worksheet assignments or test prep contributes to building a more sustainable math community. Highlighting fun classroom activities and continuing that conversation at home sustains student interest and motivation in learning math while also solidifying skills and promoting achievement.

Pairing celebrating home involvement with engaging math can be as simple as students playing a game and capturing the “math moment” at home. I’ve collaborated with teachers to have parents send in photos of playing math games with their children. The photos are then organized into an online math slide show (set to music) for the class to watch. This fosters a cohesive, math environment both in and out of the classroom. During the follow-up class discussion, include dialogue about strategies for playing the math games. Additionally, teachers can inspire students to create their own games based on the standard game board and then share with the class.

Restructure the Math Conversation

Transform the math dialogue by looking for a literacy-math connection. For example, ask students to reflect on the probability of winning after playing a math game at home. Then have them write a “critic’s review.” Beyond academics, create a “math scavenger hunt” where students identify ways that math is an essential part of their everyday routine at home.

It’s important to strive to create opportunities that establish a sense of community regardless of the learning platform—remote, hybrid, in class. Easy-to-implement strategies can help bridge gaps by establishing a dynamic that’s engaging for students, no matter where they’re physically located. 

Binary Search Tree Class In Javascript

Here is the complete implementation of the BinarySearchTree Class −

Example class BinarySearchTree {    constructor() {             chúng tôi = null;    }    insertIter(data) {       let node = new this.Node(data);    // Check if the tree is empty    if (this.root === null) {             chúng tôi = node;       return;    }    let currNode = this.root;    while (true) {    if (data < {             if (currNode.left === null) {          currNode.left = node;             break;          } else {             currNode = currNode.left;          }       } else {          // Set the value here as we've reached a leaf node          if (currNode.right === null) {             currNode.right = node;             break;          } else {             currNode = currNode.right;          }       }    } } insertRec(data) {    let node = new this.Node(data);    // Check if the tree is empty    if (this.root === null) {             chúng tôi = node;    } else {       insertRecHelper(this.root, node);    } } searchIter(data) {    let currNode = this.root;    while (currNode !== null) {       if ( === data) {             return true;    } else if (data < {             currNode = currNode.left;    } else {             currNode = currNode.right;    } } return false; } searchRec(data) {    return searchRecHelper(data, this.root); } getMinVal() {    if (this.root === null) {    throw "Empty tree!"; } let currNode = this.root; while (currNode.left !== null) {       currNode = currNode.left;    } return; } getMaxVal() {    if (this.root === null) {       throw "Empty tree!";    }    let currNode = this.root;    while (currNode.right !== null) {       currNode = currNode.right;    }    return; } deleteNode(key) {    return !(deleteNodeHelper(this.root, key) === false); } inOrder() {    inOrderHelper(this.root); } preOrder() {    preOrderHelper(this.root); } postOrder() {    postOrderHelper(this.root); } } BinarySearchTree.prototype.Node = class {    constructor(data, left = null, right = null) {       chúng tôi = data;       chúng tôi = left;       this.right = right;    } }; function preOrderHelper(root) {    if (root !== null) {       console.log(;       preOrderHelper(root.left);       preOrderHelper(root.right);    } } function inOrderHelper(root) {    if (root !== null) {       inOrderHelper(root.left);       console.log(;       inOrderHelper(root.right);    } } function postOrderHelper(root) {    if (root !== null) {       postOrderHelper(root.left);       postOrderHelper(root.right);    console.log(;    } } function insertRecHelper(root, node) {    if ( < {             if (root.left === null) {          root.left = node;       } else {          insertRecHelper(root.left, node);       }    } else {             if (root.right === null) {          root.right = node;       } else {          insertRecHelper(root.right, node);       }    } } function searchRecHelper(data, root) {    if (root === null) {             return false;    }    if (data < {       return searchRecHelper(data, root.left);       return searchRecHelper(data, root.right);    }    // This means element is found return true; } /** * Takes root and key and recursively searches for the key. * If it finds the key, there could be 3 cases: * * 1. This node is a leaf node. * * Example: Removing F * A * / * B C * / / * D E F * * To remove it, we can simply remove its parent's connection to it. * * A * / * B C * / / * D E * * 2. This node is in between the tree somewhere with one child. * * Example: Removing B * A * / * B C * / / * D E F * * To remove it, we can simply make the child node replace the parent node in the above connection * A * / * D C * / * E F * * 3. This node has both children. This is a tricky case. * * Example: Removing C * * A * / * B C * / / * D E F * / / * G H I * * In this case, we need to find either a successor or a predecessor of the node and replace this node with * that. For example, If we go with the successor, its successor will be the element just greater than it, * ie, the min element in the right subtree. So after deletion, the tree would look like: * * A * / * B H * / / * D E F * / * G I * * To remove this element, we need to find the parent of the successor, break their link, make successor's left * and right point to current node's left and right. The easier way is to just replace the data from node to be * deleted with successor and delete the sucessor. */ function deleteNodeHelper(root, key) { if (root === null) { } if (key < { root.left = deleteNodeHelper(root.left, key); return root; root.right = deleteNodeHelper(root.right, key); return root; } else { if (root.left === null && root.right === null) { root = null; return root; } if (root.left === null) return root.right; if (root.right === null) return root.left; let currNode = root.right; while (currNode.left !== null) { currNode = currNode.left; } chúng tôi =; root.right = deleteNodeHelper(root.right,; return root; } }

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