- •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
because you would have a random integer between 0 and 5. However, most dice are numbered 1–6. Therefore, the next step is to add 1 to big. Looking at the same example, bigger is big + 1, or 3.04637195637746. The last step is to lop off the decimal part of the number, which is easily done by casting bigger to an integer.
It might help you understand the results if you run the program a few times and watch the relationships between the numbers.
When you understand how the pattern works, you might prefer to put all the steps together. The line in the program that looks like this
die = (int)(generator.NextDouble() * 6) + 1;
does exactly that. It gets a double from the generator, multiplies its value by 6, casts the result as an integer, adds 1, and copies the result to the die variable. Either approach is acceptable, but most programmers use the second technique because it’s easier to type.
Trick You can use a similar technique to simulate any kind of random number you want. If you want to duplicate the 20−sided die used in certain board games, simply replace the value 6 with 20 in the preceding expression.
Creating the Math Game
You now know everything necessary to put together the simple Math Game from the beginning of this chapter. The game itself is not complex when you know how all the pieces work.
Designing the Game
The first thing to think about is the general design of the game. This might seem like the easiest step, but often it is the most difficult and frequently overlooked. In this case, I was looking for a simple game that would illustrate the concepts of variables and branching behavior. I also wanted to generate random math problems that would be appropriate for children in elementary school. The program should present four problems, one each of addition, subtraction, multiplication, and division. The answers should always be positive integers. When players finish the quiz, they should get a numeric score and some feedback about their score.
In the Real World
It’s smart to think about exactly what you want your program to do and even to write it down before you start programming. Later, you’re bound to get tied up in details. When things go wrong, you will be glad to have a plan you can fall back on.
Creating the Variables
I started my program by doing the normal modifications of the default code and adding a few key variables:
using System;
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namespace MathGame
{
///<summary>
///Simple Math Game
///Asks four math questions
///Using Random Numbers
///Andy Harris, 11/7/01
///</summary>
class Game
{
static void Main(string[] args)
{
int a, b, c, guess, |
score; |
|
score = 0; |
|
|
//create the random |
number |
generator |
Random roller = new |
Random(); |
Console.WriteLine("Welcome to the math Game! I'll give you some simple problems to solve.");
I created variables for a and b, which will be the two random numbers in each problem. I also created the variable c to hold the sum or product of a and b. The variable guess holds the user’s response to questions, and score keeps track of the number of questions the user answers correctly. Note that you can create several variables with the same int statement.
Also notice that I set the value for score to start at zero.
The program will use many random numbers, so I created a random object named roller to make the numbers. Finally, I added a greeting so that the user would have some idea of what’s going on.
Managing Addition
The addition problem sets the stage for all the other questions:
//addition
a = (int)(roller.NextDouble() * 10) + 1; b = (int)(roller.NextDouble() * 10) + 1; c = a + b;
Console.Write("What is {0} + {1}? ", a, b); guess = Convert.ToInt32(Console.ReadLine());
if (guess == c) { score++;
}
The program gets a value for a that is between 1 and 10. I multiplied the double value from roller by 10, added 1, and converted it to an integer. The program gets a similar value for b. The c variable is calculated by adding a and b. The program writes out the question to the screen, interpolating the values for a and b.
The next line gets a response from the console, converts it to an integer, and then sends the resulting value to the variable guess.
Finally, the program checks whether the guess is correct. If so, the value of score is incremented. Note the line that increments the score.
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score++ is a special shorthand for score = score + 1. Because you frequently need to increment by 1, the ++ operator is a very handy little shortcut.
In the Real World
When developers set out to improve on the C language, they wanted to illustrate that it was better than C, so they named it C++. Because C# is supposed to be an improvement over C++, I wonder if it should be named C++++!
Managing Subtraction
You might be tempted to duplicate the addition code four times and simply change the operators from addition to the other math operations. However, this will cause some problems. Remember that you want to keep your results all positive integers. Because both a and b are random, how will you ensure that a minus b is always positive? One solution is to subtract b from a if a is bigger, or a from b if b is bigger. However, there’s a more elegant solution. Look at the code and see whether you can figure it out before I explain it:
//subtraction
a = (int)(roller.NextDouble() * 10) + 1; b = (int)(roller.NextDouble() * 10) + 1; c = a + b;
Console.Write("What is {0} − {1}? ", c, a); guess = Convert.ToInt32(Console.ReadLine());
if (guess == b) { score++;
Nothing says that the user has to be given the random values! What I did was get two random values, as before, and add them together so that c is the sum of a and b. I then asked the user what c minus a is, knowing that the response would be b.
Managing Multiplication and Division
The multiplication and division segments of the code are very much like the addition and subtraction sections. For the division problem, I multiplied a and b and asked the user what c divided by a is, knowing that, again, the answer would be b.
//multiplication
a = (int)(roller.NextDouble() * 10) + 1; b = (int)(roller.NextDouble() * 10) + 1; c = a * b;
Console.Write("What is {0} * {1}? ", a, b); guess = Convert.ToInt32(Console.ReadLine());
if (guess == c) { score++;
}
//division
a = (int)(roller.NextDouble() * 10) + 1; b = (int)(roller.NextDouble() * 10) + 1;
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c = a * b;
Console.Write("What is {0} / {1}? ", c, a); guess = Convert.ToInt32(Console.ReadLine());
if (guess == b) { score++;
}
Checking the Answers
All that remains is to analyze the score. This is easily done with a switch structure:
Console.WriteLine("Score: {0} out of 4", score);
switch (score)
{
case 4:
Console.WriteLine("You're a genius!"); break;
case 3:
Console.WriteLine("You're pretty smart!"); break;
case 2:
Console.WriteLine("You could do better"); break;
case 1:
Console.WriteLine("You could use some practice"); break;
case 0:
Console.WriteLine("Maybe you were good at gym class in school"); break;
default:
Console.WriteLine("Hey, something went wrong here!"); } // end switch
The switch statement simply checks all the possible values of score and sends an appropriate (and occasionally condescending) message to the user. Note that I added a default clause, even though it should not be possible for score to have a value besides 0, 1, 2, 3, or 4. Things can and do go wrong in programming, so if something does go wrong here, having a message on the screen to note that an error occurred is much better than having the program crash.
Waiting for the Carriage Return
I like to let the screen stick around until the user gets a chance to read it, so I added the Please press Enter key code at the end of this program, as I do in all my console programs. I also ended all the structures, watching out for indentation and comments:
//hold the screen to see results Console.WriteLine(); Console.WriteLine();
Console.WriteLine("Please press enter key to quit"); Console.ReadLine();
} // end main } // end class
}// end namespace
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