- •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 Instance Variables in the Font Chooser
To write the Font Chooser program, I created the form design illustrated in Figure 6.18 and modified the program. Realizing that the key part of the program would be the creation of a font, I looked up the font object in the .NET documentation. Figure 6.19 shows the initial help screen for the font object.
Figure 6.19: The Font class has a three−parameter constructor that builds a font based on exactly the information the form generates.
I found the class in the System.Drawing package. The font object has several constructors, but I was interested in creating a font based on the font’s name, size, and style. Fortunately, I found a constructor that creates a font using exactly those parameters. I let the Designer build the initial code. Then I added some local instance variables for each part of the font. The following code generates my private instance variables for the font:
public class myForm : System.Windows.Forms.Form
{
//Here's my own variables
private System.Drawing.Font myFont; private string fontName = "Arial"; private int fontSize = 20;
private FontStyle myStyle = FontStyle.Regular;
//these variables were created by the designer private System.Windows.Forms.ListBox lstFontName; private System.Windows.Forms.Label lblOutput; private System.Windows.Forms.CheckBox chkBold; private System.Windows.Forms.CheckBox chkItalic; private System.Windows.Forms.RadioButton rad20; private System.Windows.Forms.RadioButton rad10;
Note that I also included the instance variable declarations inserted by the Designer. Putting your own variables at the top of the class definition is better because the Designer always adds new
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variables at the end of the instance variables list. You’ll probably want to separate the variables you have created from those made by the Designer software. Notice, also, how I commented the variables to track which ones I created.
I knew that I would eventually create a style based on a string for the font’s name, a number for its size, and an instance of the FontStyle object (whatever that is) for the style. Of course, I then looked up FontStyle and found out that it is a simple code listing all the legal styles of fonts.
In the Real World
Technically, FontStyle is an enumeration, which is a fixed list of values with names. However, you don’t have to know this to use it. When you need it, you can do as I did and look it up to learn the special characteristics that make it useful. In the section " Getting the Style from the Check Boxes," I’ll describe more fully how I used FontStyle.
Writing the AssignFont() Method
Whatever actions the user takes in this form will result in creating a new font object and assigning it to the Font property of lblOutput. I wrote a method named AssignFont() to handle this duty:
private void AssignFont(){
// uses the variables to assign a font
//check the list box for a font name fontName = lstFontName.Text;
//look at check boxes for styles myStyle = FontStyle.Regular;
if (chkBold.Checked){
myStyle = myStyle | FontStyle.Bold; } // end if
if (chkItalic.Checked){
myStyle = myStyle | FontStyle.Italic; } // end if
//create the new font and attach to the label myFont = new Font(fontName, fontSize, myStyle); lblOutput.Font = myFont;
} // end AssignFont
Trick To write a method that isn’t associated with an event, write the method just as you do in ordinary classes. However, you might want to put your custom methods right after the instance variable declarations. All event methods created by the editor are placed at the end of the class automatically. Many programmers prefer to keep custom methods and automatically generated methods (the event handlers) in distinct segments of the file.
The key to the AssignFont() method is in the last two lines. These code lines create a new font based on the fontName, fontSize, and myStyle variables and copy that font to the Font property of lblOutput. The beginning part of the method gets the values from the various selection elements on the screen.
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Getting the Font Name from the List Box
By the time the user sees the list box, it has a set of legal font names in place. When the user clicks a font name, the Text property of the list box reflects the currently selected value. A list box is perfect for a situation like this because font names are very specific. If you were to allow the user to type in a font name, you would have to do all kinds of error trapping in case the user either asks for a font that does not exist or makes a typing error. If you have more items in the list than can fit on the area allocated on the screen, the list box automatically adds a scroll bar. To retrieve the font name from the list box is a very straightforward affair:
fontName = lstFontName.Text;
This copies the currently selected text in the list box to the fontName variable.
Getting the Style from the Check Boxes
The font style is more complicated because there are several possible combinations of styles. Here’s the code that generates a font style:
//look at check boxes for styles myStyle = FontStyle.Regular;
if (chkBold.Checked){
myStyle = myStyle | FontStyle.Bold; } // end if
if (chkItalic.Checked){
myStyle = myStyle | FontStyle.Italic; } // end if
The segment begins by assigning the value Regular to myStyle. Check boxes have a Boolean property named Checked that returns true if the box has been checked by the user and false, otherwise.
If the chkBold check box’s Checked property is true, the Bold style is incorporated into the style object. If the chkItalic is checked, the Italic style is incorporated into the style object. I incorporated the styles by using a little binary magic. The pipe symbol (|) indicates a bitwise or operation. The values of the various styles are set up so that you can use this operator to combine any number of values. You can check with your friendly neighborhood computer scientist to discover what a bitwise or operator does and why it is used here, or you can simply trust the documentation that comes with the FontStyle entry in .NET (as I did) and move on. (Okay, I am a friendly neighborhood computer scientist, but you really can live without all those details right now.)
The end result of this code fragment is that myStyle will be bold if chkBold is checked, italic if chkItalic is checked, bold and italic if both check boxes are selected, and neither bold nor italic if neither box is checked.
Finding the Font Size Code
You might be surprised that there is no code in the AssignFont() method for dealing with setting the font size. It turned out to be more convenient to assign the size when the option button is pressed. You’ll see the code when I show you the event handlers (next). I’ll also explain why I didn’t put that code in AssignFont().
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