- •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
decimal value into a double, and then you can explicitly cast the double to an int.
Creating a Branch in Program Logic
One reason computer programs are interesting is that they can appear to change behavior. The key to this flexibility is the condition structure. Before I launch into a definition of the condition structure, take a look at the Hi Bill game.
The Hi Bill Game
To illustrate the point of conditions—and their cousin, the if statement—I wrote a program that checks whether the user is Bill Gates. (I’m sure that Bill is hanging out at the bookstore as I write this, eagerly waiting to buy this book.) Just in case, I’ll be ready. Here’s the source code for the Hi Bill program:
using System;
namespace AreYouBill
{
///<summary>
///Demonstrates the If Statement
///</summary>
class AreYouBill
{
static void Main(string[] args)
{
string fullName;
Console.Write("Please enter your full name: "); fullName = Console.ReadLine();
//basic if statement
if (fullName == "Bill Gates")
{
Console.WriteLine("Nice job on C#, Bill."); } // end if
//if − else − statement
if (fullName == "Bill Gates")
{
Console.WriteLine("C# is pretty cool");
}else {
Console.WriteLine("Sorry, I was looking for Bill");
}// end if
//if − else if structure
if (fullName == "Bill Gates")
{
Console.WriteLine("C# is pretty cool");
}else if (fullName == "James Gosling"){ Console.WriteLine("Java is pretty cool");
}else {
Console.WriteLine("Nice to see you, {0}!", fullName);
}// end if
//hold for user response Console.WriteLine(); Console.WriteLine();
Console.WriteLine("Please press enter key to continue");
41
Console.ReadLine();
} // end main } // end class
}// end namespace
The program does exactly what you expect: It asks the user for a name and responds appropriately, as you can see in Figures 2.6, 2.7, and 2.8.
Figure 2.6: Apparently, Bill Gates has been here!
Figure 2.7: If James Gosling (the primary developer of the Java language) shows up, the program can respond appropriately.
42
Figure 2.8: If users other than Bill Gates or James Gosling play this game, the program personally greets them.
Condition Testing
The key to a computer’s decision−making capability is the condition. A condition is an expression that can be evaluated as true or false. In C#, conditions are always surrounded by parentheses, and they usually compare a value to a variable. In the Hi Bill program, the first condition looks like this:
(fullName =="Bill Gates")
The term fullName is the name of a variable. The two equal signs (==) check for equality. This condition checks whether the variable fullName is equal to the value "Bill Gates". Table 2.2 illustrates the various kinds of operators that can be used inside conditional statements.
Table 2.2: Comparison Operators
Operator |
Meaning |
Sample Condition |
< |
Is less than |
(x < 5) |
> |
Is greater than |
(x > 5) |
== |
Is equal to |
(x == 5) |
<= |
Is less than or equal to |
(x <= 5) |
>= |
Is greater than or equal to |
(x >= 5) |
!= |
Is not equal to |
(x != 5) |
Please notice that the equality operator is two quote signs, not one. All the comparison operators can be used with any numeric or string values. If you use greater than or less than operators on string values, the computer compares the values in alphabetical order. In other words, ("Apple" < "Zebra") evaluates to true because Apple falls earlier than Zebra in alphabetical order. In essence, Apple is less than Zebra.
Trap When assigning a value to a variable, use one equal sign (=). When comparing a variable to another variable or a value, use two equal signs (==). Many programmers forget this and use a single equal sign when they should use two. C# does not compile but often gives you a strange error, such as "cannot implicitly convert type 'string' to 'bool'." (Other languages, such as C, do compile and subsequently cause problems with the program that are hard to track down.) If your program is not working, make sure that you are using the comparison operator
43
(==) inside your conditions.
The If Statement
The most common place to use a conditional structure is inside an if statement. The if statement is basic. Here’s the simplest if statement in the Hi Bill program:
//basic if statement
if (fullName == "Bill Gates")
{
Console.WriteLine("Nice job on C#, Bill."); } // end if
The code starts with the keyword if, followed by a condition. In this case, the condition checks whether the fullName variable (entered by the user) is equal to the value "Bill Gates". After the condition, you see a line of code (that writes out a message, in this case) between a pair of braces({}). If the condition is true, all the statements inside the braces are executed. If the condition is false, the computer skips all the instructions inside the braces and move on to the next instruction after the right brace (}). You can have as many lines of code as you like between the braces.
The Else Clause
Sometimes you want the computer to do one thing if the condition is true and something else if the condition is false. For example, in the Hi Bill program, you want the computer to say one thing if Bill Gates is the user but something else if the user is not Bill.
In these circumstances, you can use a special addition to the if statement: the else clause. Take a look at the following segment of the Hi Bill program to see how the else clause works:
//if − else − statement
if (fullName == "Bill Gates")
{
Console.WriteLine("C# is pretty cool");
}else {
Console.WriteLine("Sorry, I was looking for Bill");
}// end if
You can see that the code starts out the same way as the simple if statement, but after the first right brace (}), I added the else clause and another left brace ({). All the code between the condition and the else statement will be executed if the condition is evaluated to true. The code between else and the last right brace will execute if the condition is false.
Multiple Conditions
If you are making a more complex comparison, you can also check for multiple conditions. The following code fragment checks for Bill Gates or James Gosling (the author of the Java programming language):
//if − else if structure
if (fullName == "Bill Gates")
{
Console.WriteLine("C# is pretty cool");
}else if (fullName == "James Gosling"){ Console.WriteLine("Java is pretty cool");
}else {
44