- •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
Creating the talk() Method for the CritterTalk Program
Take a look at the next version of the Critter program, Critter Talk. This version is on the CD−ROM as CritterTalk, if you want to look at the entire program.
class Critter { public string name;
public void talk(){
Console.WriteLine("The Critter says: My name is {0}", name);
} // end talk
}// end class
I added a method named talk() to the Critter class. The method is very simple. It sends a message to the screen. Note that, inside the method, the program refers to the name variable. It can do this because both the name variable and talk() method belong to the Critter class.
Changing the Menu to Use the talk() Method
Because the Critter class now has a talk() method, the main program can invoke myCritter.talk() to hear from the critter. Examine how I changed the code in the main() method to take advantage of the critter’s newfound verbal skills:
case 1: myCritter.talk(); break;
I didn’t change anything else in the program. You might notice that the main program becomes a little simpler as some of the functionality is shuffled off to the object. In object−oriented programming, as much detail as possible is handled by objects rather than by the main program.
Creating a Property in the CritterProp Program
The public instance variable already created for name was easy to make, but it has some serious weaknesses. Generally, you want to write your programs to prevent problems. By making the name public, you have no way to ensure that it will get an appropriate value. Figure 4.11 shows the next version of the Critter program, Critter Prop, featuring a characteristic called the property.
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Figure 4.11: You can change the name property so that the critter will reinforce special rules.
Also, you might want a characteristic to be read−only so that it can be changed only from within the class. For example, if you have a circle class with a radius property, users shouldn’t be able to set the area of the circle. They might set both values to 1, which should not be done. A circle with a radius of 1 must have an area of 2 * pi. It would be better for the area property to be read−only so that the user cannot change it inappropriately. Having many public variables hanging around is also considered dangerous because they are vulnerable to being changed inadvertently.
Instead of public instance variables, you can use a special entity of objects: the property. You’ve seen properties before, for example, the length property of a string object, which is written myString.Length. Properties are special characteristics of an object. They appear to be variables directly attached to a particular type of object. Critter.name seems like a property because you can refer to it like a property. However, you will see shortly that there is a better way to describe properties than simply assigning a variable to a class. Properties enable you to control access to information inside your class, which is a very powerful capability.
Examining the Critter Prop Program
I made one simple change to the menu code. Because I know that I’ll be changing the critter’s name, I implemented the code for changing the name in the menu:
case 4:
Console.WriteLine("Current name: {0}", myCritter.name); Console.Write("Change name to: ");
myCritter.name = Console.ReadLine(); break;
Notice that this code is exactly the same, whether the Critter class uses a private instance variable or a property. One of the hallmarks of good object−oriented programming is that you improve an object’s performance (as you will by adding a property) without requiring numerous changes to the programs that use the object.
Creating the Critter with a Name Property
I have made a number of changes to the Critter class, all of which involve the critter’s name. The name of the critter is stored in a private variable, which is accessed through some special methods. Take a look at the new code for the Critter class:
class Critter {
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private string pName;
public string Name { get {
return pName;
}// end get set{
if (value.Length > 8){
Console.WriteLine("The name can't be more than 8 characters"); pName = value;
pName = pName.Substring(0,8); Console.WriteLine("Changing name to {0}", pName);
}else {
pName = value;
}// end if
}// end set
}// end string property
public void talk(){
Console.WriteLine("The Critter says: My name is {0}", Name);
} // end talk
}// end class
Although the changes seem extensive, they make a lot of sense. To make a property, you create a private instance variable, and then you add special methods to your class to provide access to the private variable. I’ll describe these changes next.
Making a Private Instance Variable
The first thing I did was eliminate name as a public instance variable. (Remember, it’s called an instance variable because its value has meaning to the entire instance of the class.) It’s public because another program or programmer can have access to its value. I replaced the public instance variable Name with a private instance variable named pName. This private variable can only be accessed from within the Critter class.
Hint I used the p in pName to remind myself that this is a private instance variable. Many programmers use this convention so that they don’t confuse the public property Name with the private instance variable pName. Microsoft has initiated a new convention with C#. Public entities begin with an uppercase letter, and private ones begin with a lowercase. Your program will still run and compile just fine if you ignore this convention, but it’s worth adopting, because other C# programmers will expect the capitalization to provide a clue to whether a variable is public or private. I prefer the preceding p convention because it’s recognized in pretty much every language I use.
The pName variable holds the value of the critter’s name but is not directly accessible to the outside world. Instead, I will create some special methods that allow outside entities, such as another class or programmer, access to this variable.
Examining the Basic Design of a Property
A property is a pair of special methods, get() and set(), that control access to a private instance variable. Here’s the essential property description for the name property:
public string name {
get {
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return pName; } // end get
set {
pName = value;
} // end set
}// end name property
The name property is declared as public because anybody can have access to the property. Properties have types because they are methods that control access to variables. In essence, the get() and set() methods of a property combine to create a "wrapper" around a local variable. A property should have the same type as the variable it represents. A property contains a get() method and a set() method. The get() method is used when a program wants to get the value of the property from the class, and the set() method is used when a program wants to set the value of the property.
Trap The terminology here can sound crazy. You might think that the get() method would get a value for the property, but that’s not the way it works. The get() method is used to send the property out to the rest of the world, and set() is used to send a value to the property from the outside. If you take the point of view of the program that uses your object, it all makes sense.
The get() and set() methods aren’t exactly like other methods. They must always have the names get and set, and they exist only in the context of a property definition. Also, they do not have parameters like other methods.
Creating a get() Method
The get() method returns a value for a particular property. Therefore, a get() method always has a return statement. Usually, the get() method is very simple, as in this example, but it can become complex, especially if the property is not directly stored but is calculated from other elements.
Creating a set() Method
The set() method is designed to accept a potential value for a property and assign it to the private instance variable. The value that the calling program is trying to send to the program is stored in a special (undeclared) parameter named value. The simplest form of the set() method assigns value to the private instance variable your property surrounds. If you want a read−only property (one like area, described earlier, which can’t be changed from the outside), simply omit the set() method.
Using Properties as Filters
The great thing about properties is that they give you error−checking capabilities. Suppose that there is a rule stating that critter names cannot be more than eight characters long (maybe they are DOS critters). If name was a public instance variable, it would be difficult to ensure that this eight−character rule is enforced. However, if name was a property, making sure that critter names always follow the rule would be easy. Take another look at the set() method I built for the Critter class:
set{
if (value.Length > 8){
Console.WriteLine("The name can't be more than 8 characters"); pName = value;
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