- •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
Investigating The String Object
The Pig Latin program manipulates text. As you recall from Chapter 1, “Basic Input and Output: A Mini Adventure,” most programmers, including those who program in C#, refer to text variables as strings. C# provides a special object called the String which manipulates text values in a number of ways. After you understand how a String object works and how it relates to text, you can capitalize the text, search for one phrase inside another, find out the length of the text, and many other things.
The String Mangler Program
The String Mangler program is a silly program that demonstrates ways you can fold, spindle, and mutilate an innocent string variable. I started by defining a string variable and then did some interesting things with it.
Take a look at the program in Figure 3.2 to see what you can do with strings in C#.
Figure 3.2: You can do many interesting things with string variables, including converting to upper and lower case, searching for a phrase, and determining the length of a phrase.
I started with a string that contains the title of this book. (Catchy, huh?) I then did a few simple manipulations of the string. First, I printed it out without any changes. On the next line, I converted it entirely to lowercase and then entirely to uppercase. Next, I replaced the pound sign (#) with the word sharp, and I figured out where the word for occurs in the title of the book. You can do a lot more with string values, but these examples illustrate the possibilities.
A Closer Look at Strings
C# is an object−oriented programming language. You will learn the implications of object−oriented programming as you progress through this book. One implication of object−oriented programming in C# is that you encounter mostly objects. In the first chapter you learned about string variables. The term string is just the programmer’s way of saying text. Most languages have a special type of variable for handling strings. In C#, a string variable is actually an object, which
is a little more powerful than a normal variable. Regular variables contain only data, but objects can have data (like the text in a String object) and commands for manipulating the data. The String object has several very important properties and methods. Programming in C# is focused on learning about the various objects the language provides to you. In particular, if you want to manipulate text, you’ll need to know how to use the String object.
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Hint Although I am showing you how to learn more about the String object in this section, the real lesson is much broader than that. All the interesting variables and commands in C# are related to objects, so one key to becoming a good C# programmer is learning how to investigate the various objects you encounter. Fortunately, the IDE (Integrated Debugging Environment) provides powerful tools for learning about the objects in the .NET system. After you learn use these tools (such as the Object Browser, which I discuss next), you will find your path to C# proficiency reasonably straight.
Using the Object Browser
In the previous chapters I showed you how to use the .NET SDK documentation and the online help within the editor to learn about objects in C#. However, there is another method, and most programmers find it more convenient. Figure 3.3 demonstrates the Object Browser, an important tool of the Visual Studio environment.
Figure 3.3: The Object Browser enables you to get online help on objects quickly.
You can reach the Object Browser in the IDE by selecting View, Other Windows or pressing Ctrl+Alt+J. All the objects available to your program are accessible from this tool. You find the .NET objects (such as string) under the mscorlib (Microsoft Core Library) branch of the tree. This is usually the first element visible in the Object Browser. Again, understanding the relationship between namespaces and objects is critical. The mscorlib is the library of all .NET objects. Open this library by clicking on its name, and you see a list of the namespaces. Find the System namespace, and you see a list of objects in the namespace.
The String object is an element of the System namespace. When you click the word String in the Objects tree, you see a list in the Members panel on the right. This shows the characteristics, or properties, of the String object.
The string object also has methods. Properties describe an object, and methods are actions the object can take. Put another way, properties are adjectives, and methods are verbs related to a specific object.
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Take a careful look at the properties and methods of the string object. The String Mangler program uses these string characteristics to do its magic.
In the Real World
Understanding C# might be easier if you envision a more concrete object. OOP programmers create a world populated by various types of objects. Shortly, you will start to build objects of your own. Thinking ahead to that process might help you understand how properties and methods work. If you wanted to build a cow object, for example (really, I’ve done it, in an odd set of circumstances), you would start by thinking about a cow’s properties (age, breed, gender) and its methods (giveMilk, Moo, chewCud). The string object isn’t quite as fun to think about as the cow object, but it works the same way. The designers of C# thought about the characteristics a string should have and made those into properties. They also thought about what a string should do and made those actions into methods. Understanding this is important because you frequently use premade objects in C#. Soon enough, you’ll be making your own objects, and your objects will have properties and methods. It will make a little more sense after you have made a few objects of your own starting in the next chapter.
Experimenting with String Methods
Take a look at the source code of the String Mangler program, and you’ll see how the String Mangler works its magic:
using System;
namespace StringMangler
{
///<summary>
///Demonstrates some of the methods of the String object
///by Andy Harris, 11/16/01
///</summary>
class mangler
{
static void Main(string[] args)
{
string theString = "C# Programming for Absolute Beginners"; Console.WriteLine("default: \t {0}", theString); Console.WriteLine("lowercase: \t {0}", theString.ToLower()); Console.WriteLine("uppercase: \t {0}", theString.ToUpper()); Console.WriteLine("replace: \t {0}", theString.Replace("#", "sharp")); Console.WriteLine("length: \t {0}", theString.Length);
Console.WriteLine("\"for\" occurs at character {0}", theString.IndexOf("for"));
Console.WriteLine();
Console.WriteLine();
Console.WriteLine("Please press enter key to quit");
Console.ReadLine();
} // end main } // end class
}// end namespace
The first part of the program simply creates a string variable named theString and prints it to the screen in the normal way. The next line prints a modified version of the string to the screen. Here is the only part of the code that is new:
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theString.ToLower();
Remember that theString is a string variable. Because it’s also a string object, it has access to all the methods and properties of a string from the .NET library. Therefore, theString.ToLower() converts theString to lowercase. Of course, you probably guessed that. One benefit of object−oriented programming is increased ease of reading. The ToLower() method converts a string to lowercase. To be sure, take a look at the Object Browser for the string object, and look at the ToLower() method. (There are two versions of this method, but ignore the one that mentions Globalization.CultureInfo.) You can see a concise definition of this method, giving you a good hint about what the method does. If you need more information, you can always go to the online help.
In the Real World
You might wonder why I mention the Object Browser at all if everything in it is more completely described in the online help. I do so because the complete help system for .NET is massive, and almost nobody installs the entire thing on his or her own computer. It’s common to be without the MSDN CDs or Web access at a critical point. The information in the Object Browser is always available, even if you’re on somebody else’s machine without the online help installed. Besides, when you know what you’re looking for, the information on the Object Browser is usually enough to get you started.
Performing Common String Manipulations
The ToUpper() and ToLower() methods are used to change the case of a string, which is especially useful when you want to compare two strings. C# is very picky about case when comparing string values; therefore, "whoo hoo" is not considered the same as "WHOO HOO". If you want to check for a string input, but you don’t care what case it was written in, you can write code like this:
Console.Write ("Please enter an exclamation"); theString = Console.ReadLine();
if (theString.ToUpper() == "WHOO HOO"){ Console.WriteLine("That's a great saying!");
} // end if
Trap If you are using the ToUpper() method on a value you’re comparing, make sure that you compare it to a string that’s also entirely uppercase. If the condition in the preceding code fragment looked like this, if (theString.ToUpper() == "Whoo Hoo"){ the condition would always evaluate to false because any string that is converted to uppercase will never match a string with lowercase characters in it.
The String Mangler program illustrates some other interesting string manipulations. The replace() method is used to replace one value with another. I used it to replace the sharp sign (#) with the word sharp. This feature is handy if you are writing a program that automatically manipulates text files, for example. The length property returns how many characters the string has. This is especially useful if you want to look at the phrase one character at a time.
Finally, the indexOf() method gives you the ability to search for one string inside another. If the search string is not found, the method returns a –1. If the search string is located, the method returns the position in the string where the search string is found.
Trap If you look carefully at the output, you might be surprised by the result of the indexOf() method. It indicates that for occurs at character 15 of C# Programming for
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