- •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
Figure 4.7: The Song program re−creates the song This Old Man.
Creating a Menu
Menus are a mainstay of console−based programming and a great place to practice your method−building skills. You can begin to build the Critter program by building the menu structure for it. In Figure 4.8, you can see the output of the Critter Menu program described in the next section.
Figure 4.8: The menu for the Critter program is a standard console menu.
Creating a Main Loop
When programmers use a method, they often refer to it as calling the method. The Main loop calls a method to display the menu and then uses a switch statement to perform various tasks, based on the results. The entire assembly is enclosed inside a while loop, so the program repeats until the user exits. This is a very common scheme for this type of program. Here’s the code for the Main() method of the Critter Menu program:
using System;
namespace CritterMenu {
///<summary>
///Critter Menu
///Build a basic menu structure
///Andy Harris, 12/13/01
///</summary>
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class Menu {
static void Main(string[] args) { bool keepGoing = true;
int choice;
while (keepGoing){ choice = showMenu(); switch (choice){
case 0:
keepGoing = false; break;
case 1:
Console.WriteLine("you talk to the critter"); break;
case 2:
Console.WriteLine ("You have fed the critter"); break;
case 3:
Console.WriteLine("You have played with the critter"); break;
case 4:
Console.WriteLine("You have renamed the critter"); break;
default:
Console.WriteLine("That was not a valid input"); break;
} // end switch } // end while loop
}// end main
Creating the Sentry Variable
I created a boolean variable named keepGoing, which is initialized to true. The program continues to cycle until the value of keepGoing is evaluated to false. This technique has a couple advantages. First, figuring out what’s going on is easy because the variable name is closely related to the concept. Setting keepGoing to false causes the program to stop. Also, several other situations can cause the program to end. Rather than keep track of all these in the Main loop, I like to use one sentry variable. Then, any time I want to end the program, I can simply set keepGoing to false, and the next time the loop executes, the program will end.
Calling a Method
The main() method doesn’t display the menu. It sends this work to the showMenu() method, which is designed to return an integer indicating which menu item the user chose. I will describe the showMenu() function in a moment. For now, in the spirit of encapsulation, assume that it works correctly and follow the logic of the Main() method.
Trick The ability to ignore the details of a subprogram temporarily is a useful skill and very much in keeping with the ideals of encapsulation. The concept is to focus on one problem at a time. At first, you think about how the main menu logic will work. After that is functioning correctly, you think about how it will relate to the showMenu() function. You can write complex programs only by dividing them into more digestible pieces, which is one of the tasks encapsulation does for you.
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Working with the Results
After you receive a value from the showMenu() method, you need to do something with that value. I used a switch statement to determine which course of action to take. Also, notice that I included a default clause—because users do crazy things. You have to anticipate that they will type values you aren’t asking for, and you must be able to respond to those situations.
Trick Sometimes you set up a situation and think that you know every possible outcome of a calculation or user request. Then you are tempted to skip the default clause. Don’t skip it! I’ve been surprised many times to find that something I thought was impossible occurred (usually because I didn’t anticipate a particular set of circumstances). Having a default clause that is never called beats not having it and watching your program crash when something unexpected occurs.
Writing the showMenu() Method
The remainder of the Critter Menu program is dedicated to displaying the menu. This is a very simple method:
static int showMenu(){ int input = 1; Console.WriteLine(); Console.WriteLine(); Console.WriteLine(); Console.WriteLine();
Console.WriteLine("0) Exit"); Console.WriteLine("1) Listen to Critter"); Console.WriteLine("2) Feed Critter"); Console.WriteLine("3) Play with Critter"); Console.WriteLine("4) Rename Critter"); try {
input = Convert.ToInt32(Console.ReadLine());
}catch (FormatException) { Console.WriteLine("Incorrect input"); input = 1;
}// end try
return input;
} // end showMenu } // end class
}// end namespace
I wrote the menu to the screen and read a value from the console. However, when I tested my program, I found it easy to crash.
Getting Input from the User
The input variable is an int, and Console.ReadLine() returns a string, so I had to convert the string to an integer with Convert.ToInt32(). (If you don’t remember how this object works, review the discussion of the convert object in Chapter 2, "Branching and Operators: The Math Game.") When I ran the program a few times, I found that it worked well as long as I typed a number. If I typed a letter, the program crashed and gave an unfriendly error message to the user, as you can see in Figure 4.9.
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Figure 4.9: This error message makes my program seem very unfriendly.
Trap You must test your programs thoroughly. Better yet, have typical users test them. You might have heard this saying: The hardest part of making things foolproof is that fools can be so ingenious. Although your users aren’t fools, they probably aren’t programmers either. They try things you might never think of, such as typing a k (or more likely, the entire line of a menu or something like “I don’t know. You choose for me”). You must anticipate these problems. Fortunately for programmers, the exception−handling features described in the next section make trapping for errors much easier than it used to be.
Handling Exceptions
Making your programs as friendly as possible to the user is important, so you must avoid situations that cause the program to crash. Fortunately, C# has a robust set of features, called exceptions, that will help you. Exceptions occur when something happens that the code doesn’t know how to handle or process. For example, if the user types a k and the convert object doesn’t know how to convert a k to an integer, it throws an exception. This is like the warning indicators on your car’s dashboard. In most cases, when your program hits an exception, it will stop running and tell the user what kind of exception occurred. Of course, the user doesn’t care about this. He or she simply wants the program to work correctly.
Fortunately, there’s an easy solution. When you are testing a program and find an exception, you can surround the part of your code that caused the error with a try { } catch { } block, as in the following code fragment:
try {
input = Convert.ToInt32(Console.ReadLine());
}catch (FormatException) { Console.WriteLine("Incorrect input"); input = 1;
}// end try
The following pseudocode is what the code means:
Try to convert the console input to an integer
If you encounter a FormatException,
Tell the user his input was incorrect
Reset the input to 1, which is definitely a legal value
Any time you encounter an exception when testing your code, consider adding an exception−handling block. The try { } clause surrounds the code you suspect will cause trouble. As in other situations that use braces, you can have as many lines of code as you want inside the
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