- •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
were added to make the program capable of responding to events. The following line was added to the InitializeComponent() method:
this.btnDont.Click += new System.EventHandler(this.btnDont_Click);
The code tells the computer to call the btnDont_Click method as soon as the user clicks the button. This process is sometimes referred to as registering an event handler. C# requires the programmer to register all events that might occur in your program. Although this seems like a lot of extra work (Visual Basic 6 automatically recognizes every event of every component in your program), registering event handlers is a sound practice. First, it is usually done for you in C#. Second, only those events that contain code are registered. When the computer is running your program, it does not have to waste any time looking for events that have no code in them.
1In the Real World
The += operator might seem strange in this context because you are accustomed to seeing it used to add to some numeric value. C# has a feature called operator overloading, which allows an object creator to assign meaning to the ordinary mathematical operators when applied to this class.
Programmers have had passionate debates about the wisdom and utility of operator overloading. I don’t use it often because the meaning of mathematical operators can be vague if the class doesn’t represent a number. In this particular case, it is not very intuitive to note that the += operator is adding an event handler to the click member of the button. However, this is a useful trick, and it is how event handlers are assigned in C#. Fortunately, you don’t usually have to come up with this code from memory because it is created for you in the editor.
Allowing for Multiple Selections
In many situations, you want to have the user choose a value from a series of possible choices. The
.NET framework supplies several controls that make it quite easy to add such features to your programs.
Choosing a Font with Selection Controls
The Font Chooser program, featured in Figures 6.16 and 6.17, demonstrates potentially useful selection tools. As a user, you’ve encountered radio buttons, check boxes, and list boxes. They are frequently used to allow the user to choose from a limited set of options. The Font Chooser program uses all these types of components to set the characteristics of a Font.
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Figure 6.16: The user has used familiar interface tools to specify a 10−point Arial font with italic style.
Figure 6.17: The user has selected a different font. Notice that the font can be both bold and italic but can have only one size.
Although more selection components are available to you, you will have no problems creating your own after you learn how the ones in this program work.
Creating the User Interface
Creating the visual interface is a logical starting point for any visual program, so that’s where I began. Figure 6.18 illustrates the controls I used in this program. The form contains the following components:
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Figure 6.18: Sketch out the types and names of objects in your form.
∙myForm. A form object
∙lblOutput. A label that will show the output font
∙lstFontName. A list box holding a series of font names
∙rad10, rad20. Radio buttons to set the font size
∙chkBold, chkItalic. Check boxes to set the font style
Start your programs by drawing up the forms and naming all the components. This step is often done best on paper when you aren’t near a computer; then you can concentrate on the design itself. Give names to each element on the form, including the form itself. Also, the object names begin with a three−character abbreviation indicating the kind of control the object is. This is Hungarian notation and is widely used in GUI programming. Hungarian notation helps you remember what kind of control a variable name refers to. This eliminates the possibility of mistakes.
Hint Try to create your entire form before you begin adding code. Most importantly, change the names of all your components before you begin to write event handlers. If you change an object’s name after you have written the event handler for that object, the event logic will no longer be associated with that control.
Trap The Visual Designer writes sloppy code for you if you let it. Be sure to name all objects before you write event handlers. Also, the Visual Designer sometimes crashes if you change the main form’s name. It fails to change the Application.Run() line to the new form name, so you must make this change manually. Also, the file name of the form retains the old name, so you’ll probably want to use the Save Form1.cs As option from the File menu to rename the actual file on the disk. I hope that these issues are simply problems with the beta version of C# that I had as I wrote this book and that Microsoft has corrected these errors by the time you write the programs. Still, this situation illustrates why you shouldn’t trust the Visual Designer to build correct code for you. You need to know how the underlying code works because the Designer will make mistakes.
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Examining Selection Tools
The .NET environment provides great interface tools for allowing multiple selections. I used three distinct tools—the list box, radio buttons, and checkboxes—that allow the user to select from a list of choices. Each has slightly different characteristics.
The List Box
A list box is a box that shows a list of strings. The list box is terrific when you have a large number of strings that you want the user to choose from. The list box is closely related to the combo box, which allows you to make a drop−down menu, instead of a list, where all elements are visible. Both the list box and the combo box feature the items property, which holds all the strings in the list box. If you highlight the items property in the Properties window when a list box or combo box is visible, a small button with an ellipsis (...) appears inside the Properties window. You can select this button to bring up an editor that allows you to enter the elements you want stored in the list box. Figure 6.18 illustrates editing the contents of a list box.
Radio Buttons
Radio buttons get their name from the old car radios that had pushbuttons. When you pushed one button to select a radio station, no other button could be pressed at the same time. (A radio can be tuned to only one station at a time.) In GUI designs, you use a set of radio buttons when you want to allow only one element from a set of elements to be active at a time. In the Font Chooser program, it makes sense for a font to have only one size at a time, so the font size is a perfect choice for a radio button group. All the radio buttons that live in the same container are considered part of a group. If you want to have more than one group of radio buttons on a form, you create a panel for each set of radio buttons and place the radio buttons on the panel.
In the Real World
Entire books have been written about effective user interface design. The design of interfaces is a complex field that touches on the disciplines of computer science, human factors engineering, cognitive psychology, design, and art. There is some debate about what goes into a good user interface design, but a few questions are clearly important in any design:
∙Does the user interface help the user?
∙Does the interface prevent illegal input?
∙How well does the interface utilize the available space?
∙Does the interface add to the theme and spirit of the software?
If you keep these questions in mind as you choose the types of components you put in your forms, you will build an appropriate interface for your program. If you are working on professional software, you can consult an expert on user interface design and usability testing. This ensures that the user interface of your software will help your program communicate clearly with your users.
Check Boxes
The font style is controlled by check boxes. You can set as many check boxes to true as you like. Check boxes are a good choice for the font style because a font can have any combination of bold and italic (or neither).
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