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📄 class1.cs

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using System;

namespace Disposable
{
    public class Thing : IDisposable
    {
        private string name;
        public Thing(string name) { this.name = name; }
        override public string ToString() { return name; }

        ~Thing() 
        { 
            Dispose();
            Console.WriteLine("~Thing(): " +name); 
        }

        public void Dispose()
        {
            Console.WriteLine("Dispose(): " +name);
            GC.SuppressFinalize(this);
        }
    }

    public class DisposableApp
    {
        [STAThread]
        public static void Main(string[] args)
        {
            Console.WriteLine(
                "start of Main, heap used: {0}", 
                GC.GetTotalMemory(true));
            DoSomething();
            Console.WriteLine(
                "end of Main, heap used: {0}", 
                GC.GetTotalMemory(true));
        }

        public static void DoSomething()
        {
            Thing[] ta = new Thing[3];

            for (int i = 0; i < 3; i++)
            {
                ta[i] = new Thing(
                    String.Format("object #" +i));
                Console.WriteLine(
                    "Allocated {0} objects, heap used: {1}", 
                    i+1, GC.GetTotalMemory(true));
            }

            for (int i = 0; i < 3; i++)
            {
                ta[i].Dispose();
                ta[i] = null;
                GC.Collect();
                GC.WaitForPendingFinalizers();
                Console.WriteLine(
                    "Disposed {0} objects, heap used: {1}",
                    i+1, GC.GetTotalMemory(true));
            }
        }
    }
}

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