- •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 Critter Class
From all the evidence, a clone would seem to be almost exactly like a critter. Here’s the code for the clone:
using System;
namespace CritClone
{
///<summary>
///The Clone is a very simple class
///Illustrates basic inheritance
///Andy Harris, 12/21/01
///</summary>
public class Clone: Critter
{
// there's nothing here! } // end class
}// end namespace
The most startling part of the Clone class is what isn’t there. The clone has no properties, methods, or constructors, yet it acts as if it has them. The Critter Viewer program uses the talk() method and changes the name property. The Clone class acts much like the Critter class, but I didn’t have to rewrite the critter’s characteristics. The key is in the way the class is derived. Look at this line of code:
public class Clone: Critter
This line defines Clone, but the colon followed by a class name indicates that the Clone is derived from Critter. In other words, I am starting from the Critter class, so the Clone class will start with all the characteristics of the Critter class. Without writing a single new line of code, I’ve made a new class related to an existing class.
Trap Having an exact duplicate of an existing class is pointless without modification. I wanted to show you the concept of inheritance with a clear example. In the rest of this chapter you will learn how to make modifications to your copy so that it has new behavior, methods, and properties.
Because Clone is derived from Critter, it inherits all of Critter’s characteristics. Clone has a talk() method because Critter does, and Clone is derived from Critter. Clone also has access to all of Critter’s other properties and methods.
Improving an Existing Class
Most of the time, you don’t need to build an object completely from the ground up. Usually, your object can be based on another object. The ability to make one class based on another class is the foundation of inheritance. For example, imagine that you are a car designer, and you have defined a car factory that produces a standard car. If you want to build taxis and police cars, you don’t have to start from scratch because your new car can inherit all the basic characteristics (wheels, doors, engines) of its parent class, the standard car. To make a taxi class, you start with a car class and add the characteristics that make it a taxi (a horn that blows constantly and the capability to splash pedestrians are requisite features).
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Most projects involve using classes in as many as three ways. You use existing classes, such as the Console and Convert classes. You sometimes make entirely new objects, as I did with the Critter. Also, you frequently modify existing classes and add new capabilities to them.
Introducing the Glitter Critter
To illustrate how a new class can modify an existing class, look at the glitter critter. This is a variation of the Critter class that has a new method, shine(). You can see the glitter critter in all its glory in Figure 5.9.
Figure 5.9: The glitter critter is like normal critters, but it has a shine() method.
The GlitterCritter class also supports all the constructors of the Critter class. Because most of the behavior already belongs to the Critter class, the GlitterCritter code is dedicated mainly to the new elements of this new class:
using System;
namespace GlitCrit
{
///<summary>
///New version of Critter that adds a "shine" method
///</summary>
public class GlitterCritter : Critter
{
//overloaded constructors map to base (Critter) constructors public GlitterCritter(): base(){ }
public GlitterCritter(string name): base(name){ }
public GlitterCritter(string theName, int fullness, int happiness, int theAge)
: base(theName, fullness, happiness, theAge){ }
//new shine method public void shine(){
Console.WriteLine(name + " shines beautifully.");
} // end shine
} // end GlitterCritter
}// end namespace
The GlitterCritter sports three constructors and a method. It inherits everything else from its parent class, the Critter.
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The joy of inheritance is that you don’t have to keep reinventing the wheel. You can often base your class on an existing class and have automatic use of all its methods. If the class you are deriving from is inherited from another class, you have access to all the properties and methods of the grandparent class as well. Returning to the car example, you can have a sedan class, which is a standard car. You can derive a heavy−duty sedan class with the same features as a sedan but modifications for the functions of a commercial vehicle. You can have a taxi class with features exclusive to taxis (the meter), features of the heavy−duty sedan class (a special suspension), and many features of the original sedan class (steering wheel, doors, and so on). After you build the heavy−duty sedan class, making new commercial vehicles is easier because all you have to worry about are those characteristics that distinguish a class from its parent.
In the Real World
Part of being an object−oriented programmer is knowing the humor. You’re now ready for the classic object−oriented programming joke:
How many object−oriented programmers does it take to change a light bulb?
None! You should inherit the change() method from the light bulb’s parent class!
Calling the Base Class’s Constructors
The code for the GlitterCritter class has several constructors that are very simple, but not much like the other methods you’ve come to know. For example, the default (no−parameters) constructor looks like this:
public GlitterCritter(): base(){ }
The colon after the constructor name lets you specify which constructor of the base (parent) class you want to call. In this case, if the user decides to instantiate GlitterCritter with no parameters, it calls the Critter class constructor, also with no parameters. The constructor has a pair of braces so that you can put code in it. However, inherited constructors often don’t need much code because most of the building is done in the parent class. You can often leave the constructor code blank in an inherited constructor. The only time this isn’t true is when you need to initialize a value or property that belongs to the child class but not to its parent. I added other constructors to the GlitterCritter class. They are very similar to the no−parameters version:
public GlitterCritter(string name): base(name){ }
public GlitterCritter(string theName, int fullness, int happiness, int theAge)
: base(theName, fullness, happiness, theAge){ }
Each constructor must have a different parameter signature. For the GlitterCritter, I decided to use exactly the same types of parameters as the original Critter, so I had each constructor map to the similar constructor of Critter. I didn’t need additional code in the GlitterCritter’s constructors, so I left them blank for now.
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Adding Methods to a New Class
The remaining feature of the GlitterCritter class is the new method, shine(). Creating a new method in an inherited class is easy. Usually, you create the method just as you did in the original class. However, if the method existed in the base class, you must think more carefully about what you want your method to do.
Changing the Critter Viewer Again
Again, I modified the critter viewer to test my new critter’s behavior. Here’s the new version of the critter viewer:
using System;
namespace GlitCrit
{
///<summary>
///Another Critter Viewer
///Adding capabilities to an inherited class
///Andy Harris, 12/21/01
///</summary>
class CritViewer {
static void Main(string[] args) { CritViewer cv = new CritViewer();
} // end main
public CritViewer(){
GlitterCritter gc = new GlitterCritter("Sparky"); gc.shine();
Console.WriteLine(gc.talk());
Console.WriteLine("Please press Enter to continue");
Console.ReadLine();
} // end constructor
} // end CritViewer class
}// end namespace
The only new code in this program invokes the shine() method of the glitter critter.
Using Polymorphism to Alter a Class’s Behavior
Adding new methods to an inherited class is easy, but sometimes you don’t want to add a new behavior as much as modify an existing behavior. For example, the critter is a pleasant creature, but suppose that you want (for some bizarre reason) to make a grumpier critter. This bitter critter should have a talk() method, but that method should not be just like the standard cheerful Critter talk. The bitter critter’s talk() method should have the same purpose but should be written differently.
This situation is exactly what polymorphism is meant to solve.
When your new class has a method, and its parent has the same method with the same signature, you create an opportunity for confusion. If both Critter and BitterCritter have a talk() method, you must indicate which version should be invoked. C# allows you to specify that you wish to override a method of a parent class. The technique, called method overriding, also prevents you from overriding an existing method without knowing that you’re doing it. I’ll describe these mechanisms
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