- •Microsoft C# Programming for the Absolute Beginner
- •Table of Contents
- •Microsoft C# Programming for the Absolute Beginner
- •Introduction
- •Overview
- •Chapter 1: Basic Input and Output: A Mini Adventure
- •Project: The Mini Adventure
- •Reviewing Basic C# Concepts
- •Namespaces
- •Classes
- •Methods
- •Statements
- •The Console Object
- •.NET Documentation
- •Getting into the Visual Studio .Net Environment
- •Examining the Default Code
- •Creating a Custom Namespace
- •Adding Summary Comments
- •Creating the Class
- •Moving from Code to a Program
- •Compiling Your Program
- •Looking for Bugs
- •Getting Input from the User
- •Creating a String Variable
- •Getting a Value with the Console.ReadLine() Method
- •Incorporating a Variable in Output
- •Combining String Values
- •Combining Strings with Concatenation
- •Adding a Tab Character
- •Using the Newline Sequence
- •Displaying a Backslash
- •Displaying Quotation Marks
- •Launching the Mini Adventure
- •Planning the Story
- •Creating the Variables
- •Getting Values from the User
- •Writing the Output
- •Finishing the Program
- •Summary
- •Chapter 2: Branching and Operators: The Math Game
- •The Math Game
- •Using Numeric Variables
- •The Simple Math Game
- •Numeric Variable Types
- •Integer Variables
- •Long Integers
- •Data Type Problems
- •Math Operators
- •Converting Variables
- •Explicit Casting
- •The Convert Object
- •Creating a Branch in Program Logic
- •The Hi Bill Game
- •Condition Testing
- •The If Statement
- •The Else Clause
- •Multiple Conditions
- •Working with The Switch Statement
- •The Switch Demo Program
- •Examining How Switch Statements Work
- •Creating a Random Number
- •Introducing the Die Roller
- •Exploring the Random Object
- •Creating a Random Double with the .NextDouble() Method
- •Getting the Values of Dice
- •Creating the Math Game
- •Designing the Game
- •Creating the Variables
- •Managing Addition
- •Managing Subtraction
- •Managing Multiplication and Division
- •Checking the Answers
- •Waiting for the Carriage Return
- •Summary
- •Chapter 3: Loops and Strings: The Pig Latin Program
- •Project: The Pig Latin Program
- •Investigating The String Object
- •The String Mangler Program
- •A Closer Look at Strings
- •Using the Object Browser
- •Experimenting with String Methods
- •Performing Common String Manipulations
- •Using a For Loop
- •Examining The Bean Counter Program
- •Creating a Sentry Variable
- •Checking for an Upper Limit
- •Incrementing the Variable
- •Examining the Behavior of the For Loop
- •The Fancy Beans Program
- •Skipping Numbers
- •Counting Backwards
- •Using a Foreach Loop to Break Up a Sentence
- •Using a While Loop
- •The Magic Word Program
- •Writing an Effective While Loop
- •Planning Your Program with the STAIR Process
- •S: State the Problem
- •T: Tool Identification
- •A: Algorithm
- •I: Implementation
- •R: Refinement
- •Applying STAIR to the Pig Latin Program
- •Stating the Problem
- •Identifying the Tools
- •Creating the Algorithm
- •Implementing and Refining
- •Writing the Pig Latin Program
- •Setting Up the Variables
- •Creating the Outside Loop
- •Dividing the Phrase into Words
- •Extracting the First Character
- •Checking for a Vowel
- •Adding Debugging Code
- •Closing Up the code
- •Summary
- •Introducing the Critter Program
- •Creating Methods to Reuse Code
- •The Song Program
- •Building the Main() Method
- •Creating a Simple Method
- •Adding a Parameter
- •Returning a Value
- •Creating a Menu
- •Creating a Main Loop
- •Creating the Sentry Variable
- •Calling a Method
- •Working with the Results
- •Writing the showMenu() Method
- •Getting Input from the User
- •Handling Exceptions
- •Returning a Value
- •Creating a New Object with the CritterName Program
- •Creating the Basic Critter
- •Using Scope Modifiers
- •Using a Public Instance Variable
- •Creating an Instance of the Critter
- •Adding a Method
- •Creating the talk() Method for the CritterTalk Program
- •Changing the Menu to Use the talk() Method
- •Creating a Property in the CritterProp Program
- •Examining the Critter Prop Program
- •Creating the Critter with a Name Property
- •Using Properties as Filters
- •Making the Critter More Lifelike
- •Adding More Private Variables
- •Adding the Age() Method
- •Adding the Eat() Method
- •Adding the Play() Method
- •Modifying the Talk() Method
- •Making Changes in the Main Class
- •Summary
- •Introducing the Snowball Fight
- •Inheritance and Encapsulation
- •Creating a Constructor
- •Adding a Constructor to the Critter Class
- •Creating the CritViewer Class
- •Reviewing the Static Keyword
- •Calling a Constructor from the Main() Method
- •Working with Multiple Files
- •Overloading Constructors
- •Viewing the Improved Critter Class
- •Adding Polymorphism to Your Objects
- •Modifying the Critter Viewer in CritOver to Demonstrate Overloaded Constructors
- •Using Inheritance to Make New Classes
- •Creating a Class to View the Clone
- •Creating the Critter Class
- •Improving an Existing Class
- •Introducing the Glitter Critter
- •Adding Methods to a New Class
- •Changing the Critter Viewer Again
- •Creating the Snowball Fight
- •Building the Fighter
- •Building the Robot Fighter
- •Creating the Main Menu Class
- •Summary
- •Overview
- •Introducing the Visual Critter
- •Thinking Like a GUI Programmer
- •Creating a Graphical User Interface (GUI)
- •Examining the Code of a Windows Program
- •Adding New Namespaces
- •Creating the Form Object
- •Creating a Destructor
- •Creating the Components
- •Setting Component Properties
- •Setting Up the Form
- •Writing the Main() Method
- •Creating an Interactive Program
- •Responding to a Simple Event
- •Creating and Adding the Components
- •Adding an Event to the Program
- •Creating an Event Handler
- •Allowing for Multiple Selections
- •Choosing a Font with Selection Controls
- •Creating the User Interface
- •Examining Selection Tools
- •Creating Instance Variables in the Font Chooser
- •Writing the AssignFont() Method
- •Writing the Event Handlers
- •Working with Images and Scroll Bars
- •Setting Up the Picture Box
- •Adding a Scroll Bar
- •Revisiting the Visual Critter
- •Designing the Program
- •Determining the Necessary Tools
- •Designing the Form
- •Writing the Code
- •Summary
- •Chapter 7: Timers and Animation: The Lunar Lander
- •Introducing the Lunar Lander
- •Reading Values from the Keyboard
- •Introducing the Key Reader Program
- •Setting Up the Key Reader Program
- •Coding the KeyPress Event
- •Coding the KeyDown Event
- •Determining Which Key Was Pressed
- •Animating Images
- •Introducing the ImageList Control
- •Setting Up an Image List
- •Looking at the Image Collection
- •Displaying an Image from the Image List
- •Using a Timer to Automate Animation
- •Introducing the Timer Control
- •Configuring the Timer
- •Adding Motion
- •Checking for Keyboard Input
- •Working with the Location Property
- •Detecting Collisions between Objects
- •Coding the Crasher Program
- •Getting Values for newX and newY
- •Bouncing the Ball off the Sides
- •Checking for Collisions
- •Extracting a Rectangle from a Component
- •Getting More from the MessageBox Object
- •Introducing the MsgDemo Program
- •Retrieving Values from the MessageBox
- •Coding the Lunar Lander
- •The Visual Design
- •The Constructor
- •The timer1_Tick() Method
- •The moveShip() Method
- •The checkLanding() Method
- •The theForm_KeyDown() Method
- •The showStats() Method
- •The killShip() Method
- •The initGame() Method
- •Summary
- •Chapter 8: Arrays: The Soccer Game
- •The Soccer Game
- •Introducing Arrays
- •Exploring the Counter Program
- •Creating an Array of Strings
- •Referring to Elements in an Array
- •Working with Arrays
- •Using the Array Demo Program to Explore Arrays
- •Building the Languages Array
- •Sorting the Array
- •Designing the Soccer Game
- •Solving a Subset of the Problem
- •Adding Percentages for the Other Players
- •Setting Up the Shot Demo Program
- •Setting Up the List Boxes
- •Using a Custom Event Handler
- •Writing the changeStatus() Method
- •Kicking the Ball
- •Designing Programs by Hand
- •Examining the Form by Hand Program
- •Adding Components in the Constructor
- •Responding to the Button Event
- •Building the Soccer Program
- •Setting Up the Variables
- •Examining the Constructor
- •Setting Up the Players
- •Setting Up the Opponents
- •Setting Up the Goalies
- •Responding to Player Clicks
- •Handling Good Shots
- •Handling Bad Shots
- •Setting a New Current Player
- •Handling the Passage of Time
- •Updating the Score
- •Summary
- •Chapter 9: File Handling: The Adventure Kit
- •Introducing the Adventure Kit
- •Viewing the Main Screen
- •Loading an Adventure
- •Playing an Adventure
- •Creating an Adventure
- •Reading and Writing Text Files
- •Exploring the File IO Program
- •Importing the IO Namespace
- •Writing to a Stream
- •Reading from a Stream
- •Creating Menus
- •Exploring the Menu Demo Program
- •Adding a MainMenu Object
- •Adding a Submenu
- •Setting Up the Properties of Menu Items
- •Writing Event Code for Menus
- •Using Dialog Boxes to Enhance Your Programs
- •Exploring the Dialog Demo Program
- •Adding Standard Dialogs to Your Form
- •Using the File Dialog Controls
- •Responding to File Dialog Events
- •Using the Font Dialog Control
- •Using the Color Dialog Control
- •Storing Entire Objects with Serialization
- •Exploring the Serialization Demo Program
- •Creating the Contact Class
- •Referencing the Serializable Namespace
- •Storing a Class
- •Retrieving a Class
- •Returning to the Adventure Kit Program
- •Examining the Room Class
- •Creating the Dungeon Class
- •Writing the Game Class
- •Writing the Editor Class
- •Writing the MainForm Class
- •Summary
- •Chapter 10: Chapter Basic XML: The Quiz Maker
- •Introducing the Quiz Maker Game
- •Taking a Quiz
- •Creating and Editing Quizzes
- •Investigating XML
- •Defining XML
- •Creating an XML Document in .NET
- •Creating an XML Schema for Your Language
- •Investigating the .NET View of XML
- •Exploring the XmlNode Class
- •Exploring the XmlDocument Class
- •Reading an Existing XML Document
- •Creating the XML Viewer Program
- •Writing New Values to an XML Document
- •Building the Document Structure
- •Adding an Element to the Document
- •Displaying the XML Code
- •Examining the Quizzer Program
- •Building the Main Form
- •Writing the Quiz Form
- •Writing the Editor Form
- •Summary
- •Overview
- •Introducing the SpyMaster Program
- •Creating a Simple Database
- •Accessing the Data Server
- •Accessing the Data in a Program
- •Using Queries to Modify Data Results
- •Limiting Data with the SELECT Statement
- •Using an Existing Database
- •Adding the Capability to Display Queries
- •Creating a Visual Query Builder
- •Working with Relational Databases
- •Improving Your Data with Normalization
- •Using a Join to Connect Two Tables
- •Creating a View
- •Referring to a View in a Program
- •Incorporating the Agent Specialty Attribute
- •Working with Other Databases
- •Creating a New Connection
- •Converting a Data Set to XML
- •Reading from XML to a Data Source
- •Creating the SpyMaster Database
- •Building the Main Form
- •Editing the Assignments
- •Editing the Specialties
- •Viewing the Agents
- •Editing the Agent Data
- •Summary
- •List of Figures
- •List of Tables
- •List of Sidebars
You might guess the solution—simply precede the quote symbol with a backslash to indicate that you want to display a quotation mark.
Console.WriteLine("This line has \"quotes\" in it");
Launching the Mini Adventure
You now know enough to write the adventure story mentioned at the beginning of this chapter. The program itself is reasonably simple. However, there is a process to building the program.
Planning the Story
To write this program, I started by writing the silly story on paper and circling the words I thought would be fun to replace with the user’s responses. I then created a variable for each of those words.
Trick Because the code for this program is a little longer than the earlier programs, I have divided it into parts so that I can describe each part of the program individually. You can see the entire program on the CD−ROM that accompanies this book. In fact, I encourage you to load this project (and all the others in this book) from the CD so that you can see them in the editor and modify them for your own use.
Creating the Variables
The first part of the game involves all the standard procedures: creating a namespace, a class, the Main() method, and variables. Here’s the code that performs these tasks:
using System;
namespace adventure
{
///<summary>
///Silly Adventure game
///User responds to some questions, and these
///responses are used to write a goofy story
///Andy Harris, 11/02/01
///</summary>
class Adventure
{
static void Main(string[] args)
{
string person; string occupation; string seaCreature; string animal; string friend; string tool; string problem;
Notice that I added some comments at the beginning to help myself remember what the program is supposed to do. I named the namespace and the class and created all the variables I thought I would need.
Hint Unlike some languages, C# does not require you to declare all your variables at the beginning of the Main() method, but it’s still a good practice. Describing all the
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variables in one place where you can see them together is very handy.
Getting Values from the User
After creating the variables, you get values from the user for those variables. Each variable is loaded up in much the same way, by asking the user a question with a Console.Write() method and getting a value with the Console.ReadLine() method. Here’s the code that asks all the questions and stores the responses in variables:
Console.WriteLine("Simple Adventure Game"); Console.Write("What is your name? "); person = Console.ReadLine();
Console.Write("What is your occupation? "); occupation = Console.ReadLine();
Console.Write("Please tell me your favorite animal: "); animal = Console.ReadLine();
Console.Write("What is the name of one of your friends?); friend = Console.ReadLine();
Console.Write("Name a problem you might face: "); problem = Console.ReadLine();
Console.Write("Name a tool: "); tool = Console.ReadLine();
Console.Write("Please give me the name of a sea creature: "); seaCreature = Console.ReadLine();
You might be surprised that I chose to use Console.Write() instead of Console.WriteLine() to ask the questions. I tried them both and preferred the behavior of Console.Write() in this case. If I had used WriteLine(), there would have been a carriage return at the end of the line, and the user’s response would have been typed on the next line. (If you don’t know what I’m talking about, change one of the Write statements to a WriteLine, and you will see the effect.) I think that it looks more like a dialog if the response is on the same line as the question, so I decided to use Write() instead of WriteLine().
For each of the variables in the story, I used a Console.ReadLine() call to get the current line of response from the user, and I stored that response in the appropriate string variable.
Writing the Output
The last element is to write the story to the screen. It probably won’t surprise you to learn that I used several calls to the Console.WriteLine() method to achieve this effect:
//create some blank lines Console.WriteLine(); Console.WriteLine();
//Write the story
Console.WriteLine("One day there was a person named {0}. Now, {0} was Ä usually ", person);
Console.WriteLine("very content to work as a {0}, but sometimes the Ä job ", occupation);
Console.WriteLine("was extremely difficult.");
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Console.WriteLine("One day, {0} discovered that the heartbreak of {1} Ä had ", person, problem);
Console.WriteLine("occurred just one time too often. \"I can't stand Ä being a ");
Console.WriteLine("{0} anymore!\" yelled {1}, as he hurled away his ", Ä occupation, person);
Console.WriteLine("{0} in anger. No {1} will keep me from fulfilling", Ä tool, problem);
Console.WriteLine("my dreams! What I really want, said {0}, is to be Ä just like", person);
Console.WriteLine("{0}. Now THAT's somebody to admire. So {1} put Ä away the ", friend, person);
Console.WriteLine("{0} forever, and followed {1} into the pastoral" , Ä tool, friend);
Console.WriteLine("world of {0}−ranching. Eventually, {1} was able Ä to ", animal, person);
Console.WriteLine("retire, as happy as a {0}", seaCreature);
To get the story game started, I first typed the story on the screen as Console.WriteLine() statements. For example, my first draft at the first line was this:
Console.WriteLine("One day, there was a person named {person}. Now, {person} was");
Of course, this version helped me see how to set up the code, but it wouldn’t compile correctly. To make that happen, I had to modify the code so that the variables to interpolate follow the main string, like this:
Console.WriteLine("One day there was a person named {0}. Now, {0} was Ä
Usually ", person);
Note in this particular circumstance that I used the variable person twice, so there was no need to repeat it.
Take a careful look at this line:
Console.WriteLine("occurred just one time too often. \"I can't stand being a ");
Note that I used the backslash and quote combination (\") to get quotation marks in my story. I wanted to print a quotation mark on the screen, but if I used a regular quote symbol, the compiler could become confused because it might think that this is the end of the string. The \" sequence informs the compiler that you want to send a quotation mark to the screen, rather than use it as a programming construct.
Finishing the Program
All that remains is some cleanup. To keep the program on the screen, I’ll ask the user to press the Enter key as usual. Notice the use of WriteLine() statements without any parameters. These are used to send blank lines to the console. They can dramatically improve the clarity of your output.
Here’s the remaining code in the adventure program:
//create some blank lines Console.WriteLine(); Console.WriteLine();
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