- •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
}// end agentID if
}// end something selected if
}// end getWhere
In most situations it is very easy to build the WHERE clause, because it’s simply a matter of extracting the list box text (which indicates the currently selected field) and the text from the text box (which indicates the value the user is trying to find). However, there are two special cases. If the selectedIndex property of the list box is zero (indicating no WHERE clause) the rest of the method is skipped, because the user doesn’t want to include a condition. If the user selected "AgentID" things are slightly more complicated because the text box returns a text value and AgentID requires an integer. The query is still a string, but you do not need single quotes around integer values. For example, "SELECT * from Agents WHERE AgentID = '0'" will not work, but "SELECT * from Agents WHERE AgentID = 0" will. There are two problems to solve. First, the text box value will not be surrounded by single quotes (this one is easy to fix). The second problem is what to do if the user chooses the AgentID field while a non−numeric value is in the text box. I used some exception handling sleight−of−hand to fix this. I try to convert the text from the text box into an integer and store it in a temporary variable. I’ll then convert that integer back into a string and add it to the query. If there was an exception (which happens if the original value of the text box cannot easily be converted into an integer), I simply add the value 0 to the query, which is guaranteed to be legal.
Running the Query
The buildQuery() method (and its offspring getSelect() and getWhere()) do a good job of generating a legal SQL query in theQuery. The runQuery() method simply updates the data set and data grid based on the new query.
private void runQuery(){ //runs the current query
DataSet qDS = new DataSet("results"); myAdapter.SelectCommand.CommandText = lblQuery.Text; myAdapter.Fill(qDS, "results"); dgSpies.SetDataBinding(qDS, "results");
} // end runQuery
The first task is to create a new data set called qDS with one table called results. I then set up the Select command to the text of lblQuery. I then use the Fill() method of the adapter to fill the data set from the adapter, and bind the data grid to the new data set.
Working with Relational Databases
The simple spy database does the job, but it is incomplete. Any self−respecting spymaster would keep the following information on each agent:
∙CodeName
∙Specialty (each spy could have several specialties)
∙Assignment
∙Assignment description
∙Location
It might be tempting to build a slightly bigger table to hold this information. Figure 11.27 illustrates such a table.
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Figure 11.27: This version of the spy database has more information, but it also introduces a number of problems.
When you carefully analyze this version of the spy database, you’ll notice a couple of problems that crop up frequently in real databases. First, many of the spies have multiple talents (my personal favorite is explosives and flower arranging). It will be difficult to write a query that finds an agent with a flower arranging skill, because the only agent with that skill also has explosives listed in the same field. (You know, flower arranging can be a deadly art in the hands of a master practitioner…) There are other problems. The description and location fields tend to be closely related to the assignment field. That makes sense, because it is supposed to be a description of the assignment, and each assignment has only one location. However, there are some inconsistencies. Does Operation Dancing Elephant take place in a circus or a zoo? Because the description of the assignment was typed in two different places in the database, there is conflicting information about the operation. Likewise, Operation Enduring Angst might be in Lower Volta, or it might be in Lower Votla. Although these examples are deliberately outlandish, the problems they point out are real. Many databases have variations of these same weaknesses. The answer to better−behaved databases is a practice called data normalization.
Improving Your Data with Normalization
Data normalization can (and does) take up entire books, but it can be summarized by a list of simple rules:
∙Break your data into multiple tables
∙No field can have a list of entries
∙Do not duplicate data
∙Each table describes only one entity
∙Each table has a single primary key field
As an example of data normalization in action, I built one more version of the spy database. It retains the ability to return all the data needed, but it avoids some of the pitfalls of the single−table database.
First, take a look at the improved version of the Agents table, featured in Figure 11.28.
Figure 11.28: The Agents table is quite a bit simpler than it was before.
You might be surprised how little information remains in the Agents table. The Assignment, Specialty, Description, and Location fields have totally disappeared from the table. (Don’t worry, they’ll reappear shortly.) The only remaining fields are AgentID, CodeName, and AssignmentID. The Assignment ID field contains only numeric values. The number in the AssignmentID field is
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used to look up a record in another table, illustrated in Figure 11.29.
Figure 11.29: The Assignments table describes all the information related to a specific operation.
I built the Assignments table by taking a careful look at the data in my original expanded database. In a properly normalized database, all of the information in a table describes one type of entity. On closer examination Figure 11.27 (the bad spy table) has fields that describe two different kinds of information. The AgentID, CodeName, and Specialty fields describe an Agent, but the Assignment, Description, and Location fields refer to the Operation the agent is assigned to. (Specialties are an entirely different problem, and I’ll describe them later on.) The Agents table still needs a way to determine which operation an agent is on, but it is redundant to describe each operation’s details for each agent on the assignment. For the purpose of this example, each operation has one name, one assignment, and one location. The information that pertains to the Assignment is placed in the separate Assignments table. The Assignments table also has a primary key, so each assignment has a unique key. The Agents table has an AssignmentID field, which contains only a reference to the key field of the Assignments table.
Hint A field that contains the primary key of another table is called a foreign key reference in most database applications.
Note that the AssignmentID field appears in both the Agents table and the Assignments table. It isn’t necessary to give these two fields the same name, but it makes the next step easier.
Using a Join to Connect Two Tables
SQL Server (even the simplified version included with Visual Studio) includes a visual tool to help connect two tables. Each Database in the SQL Server list in the server explorer has a Data Diagrams option. Right−click on the Data Diagrams element and choose New Data Diagram in the same way you created new tables. You see a screen that lets you add tables. Choose both the Agents and Assignments tables. You see a graphic representation of the tables that looks like Figure 11.30.
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Figure 11.30: The data diagram tool shows the tables in your database.
It’s important to indicate there is a relationship between the AssignmentID fields in the two tables. This is easily done in the data diagram window by simply dragging the mouse from the box to the left of AssignmentID in Agents, and the similar box of AssignmentID in the Assignments table. The dialog shown in Figure 11.31 appears.
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Figure 11.31: You can leave the default values of the Create Relationship dialog.
The Create Relationship Dialog helps you to define the relationship between the two tables. Relationships always involve the primary key of one table and a foreign key in another table. The Create Relationship dialog usually guesses correctly which table has the indicated key as its primary key.
Trap The two fields must have the same type, or the relationship will not be established.
After the relationship has been created, the data diagram looks something like Figure 11.32.
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