- •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
motion forward or back, or perhaps building a snowball. However, if the robot player is out of snowballs, it should immediately make one. If there are snowballs, I used the roller to generate a 0–5 integer. I used a switch statement to determine what the robot player will do. If the robot rolls a 0, it will move closer to the human. If it rolls a 1, it will back away. If it rolls a 2, it will build another snowball. Any other roll will result in a throw.
If the robot successfully hits the player, it modifies the player’s strength parameter.
The easiest way to change the game is to modify the logic in this method. This very simple logic provides an interesting opponent, but one that is easy to beat. To make the program more interesting, you might want to tweak the logic. I suggest some improvements in the challenges at the end of the chapter.
Creating the Main Menu Class
The main menu of the Snowball Fight program handles the overall game logic but passes most of the details to the two fighter classes. It handles most of the actual interaction between the user and the game.
Creating Instance Variables and Main() Method
The setup of the main menu is straightforward. Instance variables in a container class like the main menu generally hold information that your entire program will need.
{
///<summary>
///A snowball fight against a robot opponent
///demonstrates object−oriented programming
///Andy Harris, 12/23/01
///</summary>
class MainMenu |
|
{ |
|
int range; |
//distance between fighters |
Fighter player; |
//human player |
RoboFighter opponent; |
//robot opponent |
bool keepGoing = true; |
//controls main loop |
static void Main(string[] args)
{
MainMenu mm = new MainMenu();
}
The range variable holds the distance between the adversaries. This value belongs to the menu because it is common to all three classes in the program. I sent the range as a parameter to the throwSnow()and choosePlay() methods.
Creating the Menu’s Constructor
The menu class constructor has two main parts. The first part sets up a few variables and initializes the two opponents, and the second part manages the interactions with the user. First, take a look at the part that initializes all the other objects:
public MainMenu(){ int choice; string name;
122
//set up the contestants Console.Write("What is your name? "); name = Console.ReadLine();
player = new Fighter(name); Console.Write("What's your opponent's name? "); name = Console.ReadLine();
opponent = new RoboFighter(player, name); range = 10;
Choice will hold the human player’s most recent menu selection. The string variable name will be used to get names from the user for the human− and robot−controlled fighters. Because both the fighter classes require a name as part of the constructor call, I had to get name values from the user before instantiating the classes. I set the initial range to 10, which means that neither player will be able to hit the other without moving closer.
Managing the Responses
The main logic of the program consists of analyzing input from the menu. A while loop continues as long as the keepGoing variable remains true. The menu itself will be drawn in the displayMenu() method (described next.) After displaying the menu, the program uses a switch statement to determine what action the player wants to take.
while(keepGoing){
choice = displayMenu(); switch (choice){
case 0: //quit
Console.WriteLine("quitting"); keepGoing = false;
break; case 1:
//make a snowball player.snowballs++; break;
case 2: range−−;
if (range < 0) { range = 0;
} // end if break;
case 3: range++; break;
case 4:
if (player.throwSnow(range)){ Console.WriteLine("You hit {0}", opponent.name); opponent.strength−−;
}else {
Console.WriteLine("You missed {0}", opponent.name);
}// end if
break;
default:
Console.WriteLine("you said {0}", choice); break;
} // end switch
range = opponent.choosePlay(range); checkWinner();
} // end while loop
}// end constructor
123
The displayMenu() method will return back an integer indicating what kind of action the human player wants to make. I used a switch statement to respond to the various options.
Choice 0 on the menu is quit, so if the user wants to exit, I let him or her do so by setting the keepGoing value to false. The next time through the while loop, the program will end.
Choice 1 corresponds with making a snowball, so all I need to do is increment the snowball property by 1. Notice that you can use the special increment and decrement operators (such as ++, −−, and +=) on properties just as you can on more traditional variables.
Choices 2 and 3 deal with changing the range. They are very similar, except that if you move closer, the range will decrease, and if you move farther away, the range will increase. I decided to check for a lower bound when range was decremented because it doesn’t make sense for the range to be less than 0. I wasn’t worried about checking an upper bound because the player cannot win if he or she is too far away to hit.
Hint Whenever you increment or decrement a variable, think about whether you need to implement a boundary−checking routine. It isn’t always necessary, but if you forget it and need it, your code will end up crashing at some inopportune time.
Choice 4 involves throwing the snowball. Most of the snowball−throwing logic lives inside the Fighter class, but I still needed some logic here. The throwSnow() method returns back a Boolean value of true if the snowball hits the mark. If the player hits the robot, the program responds and decrements the robot player’s strength property.
These are the only choices on the menu, but users will be users—they will enter odd things into your program. The default clause should check all these strange inputs. The game design adds a built−in penalty for mistaken input because the human player forfeits the opportunity to move, throw, or make a snowball during the turn. However, the computer opponent can still make a play.
After allowing the human player to make a selection, the robot player has a turn. All the code for managing the robot player’s turn is in its choosePlay() method. Notice that I passed the current range to the choosePlay() method, and it returns the new range after determining what the robot player does.
Checking for a Winner
After both players have an opportunity to slug each other with frozen slush, it is necessary to see whether somebody has won the game. This is done with a call to the custom checkWinner() method. Actually, it checks whether a player has lost and indicates which player has won. It’s easy to figure out:
public void checkWinner(){
if (opponent.strength <= 0){ Console.WriteLine("You win!"); keepGoing = false; Console.ReadLine();
}else if (player.strength <= 0){ Console.WriteLine("You have been defeated"); keepGoing = false;
Console.ReadLine();
}// end if
}// end checkWinner
124