- •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
InitializeComponent();
//
// TODO: Add any constructor code after InitializeComponent call
//
}
I left this code exactly as it was created in the editor. Of course, you usually modify the code. The program starts with a summary block, where you can add documentation to your form. The code then proceeds with a definition of the Form1 object. The Form1 class is inherited from the System.Windows.Forms.Form class.
The form is a class, and it has a constructor, like any other class. In this case, the constructor is extremely simple. It calls one method, InitializeComponent(). This method is required for all code created with the Designer, and it must be called from your constructor. I’ll show you the code in that method shortly. If you want to add any other constructor code, you add it after the line marked with the TODO comment. If you wish, you can take out the TODO comments altogether, as they are simply a placeholder telling you where to write your code.
Creating a Destructor
The code editor also provides an interesting method named Dispose(). Here is the code for the Dispose() method:
///<summary>
///Clean up any resources being used.
///</summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if (components != null)
{
components.Dispose();
}
}
base.Dispose( disposing );
}
The Dispose() method is automatically called whenever the Form1 class is ready to close (usually at the end of the program).
In the Real World
Dispose() is an example of a destructor method, which is automatically called when a class is no longer needed. The code provided here ensures that the Form class will remove itself from memory when it is no longer needed. In older languages, such as C and C++, it is very important to supply destructors such as the Dispose() method so that your program does not leave pieces of itself in the computer’s memory after it closes. You might notice that after your computer has run for a long time without rebooting, it appears to be more sluggish. Programs that do not clean up after themselves properly are possible culprits. Fortunately, C# provides automatic garbage collection, which automates the process of cleaning up memory. At this stage of your programming career, it’s safe to presume that the automatic garbage collection routines will work properly. Simply leave the Dispose() method alone, and move to the parts of the program that need your attention.
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Creating the Components
The components are created and added to the form in the InitializeComponent() method (which, like everything else in this section, was automatically created for you by the editor). This method translates the components drawn on the form with the Designer to actual code that will produce the desired results. Take a look at what happens inside the InitializeComponent() method:
#region Windows Form Designer generated code
///<summary>
///Required method for Designer support − do not modify
///the contents of this method with the code editor.
///</summary>
private void InitializeComponent()
{
this.label1 =
new System.Windows.Forms.Label(); this.SuspendLayout();
//
// label1
//
this.label1.BackColor = System.Drawing.Color.White;
this.label1.Font =
new System.Drawing.Font( "Glass Gauge", 27.75F,
System.Drawing.FontStyle.Regular,
System.Drawing.GraphicsUnit.Point,
((System.Byte)(0))); this.label1.Location =
new System.Drawing.Point(56, 56); this.label1.Name = "label1"; this.label1.Size =
new System.Drawing.Size(288, 56); this.label1.TabIndex = 0; this.label1.Text = "Hello World!!"; this.label1.TextAlign =
System.Drawing.ContentAlignment.MiddleCenter;
//
// myForm
//
this.AutoScaleBaseSize =
new System.Drawing.Size(5, 13); this.ClientSize =
new System.Drawing.Size(392, 189); this.Controls.AddRange(new
System.Windows.Forms.Control[] {
this.label1}); this.Name = "myForm";
this.Text = "Hello, World!"; this.ResumeLayout(false);
}
#endregion
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This method creates the label object (and any controls you add to a form) and sets the properties of all controls and the form. (Note that label1 ends with a numeral 1, not two ls.) There are a couple things to notice about the method. First, the SuspendLayout() and ResumeLayout() methods are used to suspend drawing until all the objects are configured and then to draw them all at once. Second, the comments tell you that this method was generated by the Designer and that you should not modify it by hand. This is generally good advice. You should think twice about modifying code in the InitializeComponent() method. If you do modify the code, the Designer might not recognize your changes, and the program will no longer function correctly.
Setting Component Properties
Components are objects, and like all objects, they have properties. The visual designer makes it very easy to set up an object and its properties. Because many component properties are visual in nature, you often can see the results of your property manipulation as you are editing the object, before your program even runs. As an example, here is the part of the method that sets up label1:
this.label1 =
new System.Windows.Forms.Label(); this.SuspendLayout();
//
// label1
//
this.label1.BackColor = System.Drawing.Color.White;
this.label1.Font = new System.Drawing.Font( "Glass Gauge", 27.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((System.Byte)(0)));
this.label1.Location =
new System.Drawing.Point(56, 56); this.label1.Name = "label1"; this.label1.Size =
new System.Drawing.Size(288, 56); this.label1.TabIndex = 0; this.label1.Text = "Hello World!!"; this.label1.TextAlign =
System.Drawing.ContentAlignment.MiddleCenter;
//
After the method creates a new instance of the Label class, label1., it sets properties of the label. Essentially, the program looks at the label on the form and the label’s properties and sets all the properties of the label1 class so that it matches the label on the Designer. Some of the properties are designed to hold special kinds of data. For example, label1.Size requires a value of type System.Drawing.Size. Many of the property values are related to the System.Drawing namespace. For example, you can specify the color white as System.Drawing.Color.White. Most of the time, you don’t have to worry about the specifics, but sometimes you need to know what kind of information goes into a property. Looking at the code generated by the Designer can be a good clue.
Setting Up the Form
The form itself is a component and is set up much like the label:
//
// myForm
//
this.AutoScaleBaseSize = new System.Drawing.Size(5, 13);
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this.ClientSize = new System.Drawing.Size(392, 189); this.Controls.AddRange(new System.Windows.Forms.Control[] { this.label1});
this.Name = "myForm"; this.Text = "Hello, World!"; this.ResumeLayout(false);
The AutoScaleBaseSize property is used to set up how the form should be automatically scaled, based on the current font if the user decides to change the size of the form. You won’t have to create it yourself. The ClientSize property determines how much room the form will have for controls. The Name and Text properties are straightforward.
The line this.Controls.AddRange(...) sets up a place in memory to hold all the controls that will be on the form. At this point, only one control is on the form, the label. If the form were more complex, each of the controls on the form would show up in a list inside this command. The AddRange() method allows you to add several controls to the form. Adding a control to a form is actually a two−step process. You designate the size, position, and other properties of the control. Then you use the AddRange() method (or another control−adding method) to create the logical link between the form and the control. Both functions are handled automatically by the Designer. (Again, I’m just showing you what is happening under the hood.)
Writing the Main() Method
Because this program is meant to stand alone, it must have a Main() method. Throughout this example, the Designer has automatically generated all the code. The Main() method is no different. Recall that the Main() method usually does nothing more than instantiate an object. The Main() method created by the Designer does the same thing but in a slightly different manner than you have seen.
///<summary>
///The main entry point for the application.
///</summary>
[STAThread] static void Main()
{
Application.Run(new Form1());
}
The [STAThread] directive defines the default threading model for the application. Threaded programs determine how your programs will behave when other programs are running in the same system. For now, leave the STAThread line alone. This setting is fine for your current needs.
The Main() method has only one line in it and simply instantiates the Form1 object. You can use the Run method of the Application object to run any class in your namespace that has a Main() method. This works much the same as the technique you learned in the preceding chapter (creating a local variable and instantiating the class to that variable). However, because the editor created this code, it’s best to leave this alone.
Trap If you change the name of the default form, be sure to check that the Application.Run() call in the Main() method points to the new form name. The Run() method does not automatically change, and the program will not run. Change the code to reflect your new form name, and you’ll have no problems. This is an example of why you need to know what the Designer is doing—it isn’t perfect.
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