- •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
Getting into the Visual Studio .Net Environment
Although writing C# programs using any text editor is possible, you will probably spend most of your time using the Visual Studio Integrated Debugging Environment (IDE). The Visual Studio IDE is based on earlier Microsoft languages, notably Visual Basic and Visual C++. One interesting feature of the .NET version of the IDE is that the same environment is used to program many languages. This is consistent with the tighter integration that now exists between the Microsoft languages. Now there are fewer differences between programs written in different languages in the Microsoft universe.
After Visual Studio .NET (sometimes referred to as Visual Studio 7) is loaded onto your machine, you activate it as you would any other program—from the Start menu.
As you can see from Figure 1.8, the IDE is a very complicated beast. Don’t worry about understanding the whole thing at once. I’ll show you the various parts as you need them. For now, rely on your experience as a software user. It’s reasonable to guess that the icons represent the most commonly needed functions in the program and that all the major commands are available through the online menu system. You might want to hover your mouse over the screen icons to find the important ones (such as the New Project button). For the most part, you write programs in the large gray area in the center of the screen. Everything else on the screen gives you information about what’s going on in the program or gives you access to tools such as the command line and various windows components. Because you aren’t going to use those features yet, you can leave them alone for now.
Figure 1.8: The Visual Studio IDE as it appears on my computer.
Starting a New Project
Start a new project by clicking—you guessed it—the New Project button, which lives in the upper−left corner of the screen. If you are averse to buttons, you can choose New, Project from the File menu. In either case, you see a dialog box that looks like Figure 1.9.
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Figure 1.9: The New Project dialog box is where you determine the programming language, the project’s, and the type of project your are writing.
The New Project dialog box in Figure 1.9 has many important features. For example, the Project Types list box on the left enables you to determine which programming language you want to use. Depending on the way Visual Studio is configured on your system, you might have several other options. I currently have my machine configured for Visual Basic and C#. (I use other languages, too, but not usually in the .NET framework. Somehow it seems rude to use a Microsoft environment to write Perl code.) For the programs in this book, you always choose the C# environment.
Choosing the Project Type
After selecting the programming language, you can choose the type of project. You can use C# to write many types of programs. In the early stages of this book, you will write console applications, which are a simple interface because they are the easiest to understand. After you learn the basics of C# with these simple interfaces, you will graduate to Windows applications and eventually Web applications. For now, choose Console Application. However, be sure that you name your application and choose a location for it before pressing Enter or double−clicking the Console Application icon.
Trap If you double−click the Console Application icon before choosing a name or location for your project, Visual Studio assigns you a default name and location. It can be a real pain to fix this after the fact, so be sure that you type in a name and location before pressing Enter or clicking OK. I’ve made this mistake a number of times.
Examining the Code Window
After you determine the general characteristics of the program, the IDE starts writing code for you. All programs of a certain type share certain characteristics, so Visual Studio will supply boilerplate code to get you started. You can think of the automatically generated code as an outline that you can flesh out to write your program.
Figure 1.10 displays the code window as it appears after a new project named HelloWorld is
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created. All the critical parts of any C# program are present, and the program will run, although it doesn’t do anything interesting yet.
Figure 1.10: The HelloWorld program displayed in the code window.
You have to learn a few things about C# before you start studying the code. Although Figure 1.10 doesn’t show it, the code is displayed in several colors. Words appear in blue, black, green, and gray. The colors indicate the type of information the compiler thinks each word is. For example, comments are in gray.
Also, you will note a certain symmetry to the text. Towards the beginning of the code are several left braces ({). Later in the code, you see matching right braces (}). The braces are used to group lines together. (I promise to show you exactly how. For now, I just want you to see the gestalt of the language so that you will understand later how the details fit together.) The braces are carefully matched so that every left brace has a right brace aligned directly underneath it (although sometimes several lines below the left brace) and everything inside the braces is indented. This is a common way of writing code in the languages derived from C, and because the IDE automates this style of code, you will stick with it now.
Trick A passionate discussion about vertically aligning your braces is ongoing in programming circles. To tell the truth, most languages (including C#) completely ignore the spacing and indentation in your code. The spaces help the programmer, not the computer. I prefer a different indentation convention, but because this form is built−in to the editor and is a reasonably standard approach, I will go with it for this book. The most important thing is to have a consistent style and stick with it. As you will see, indentation, commenting, and the like, can have a major effect on how well you get your programs to work.
You will also see minus signs to the left of the editor. When you click one of these symbols, you “collapse” the braces that follow the indicated line. This helps you to look at specific parts of your program and hide unnecessary details.
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Examining the Default Code
As I just mentioned, the IDE starts to build your code for you. For your part, you will begin by examining the boilerplate code and later will add a little functionality. Here’s code that Visual Studio created:
using System;
namespace HelloWorld
{
///<summary>
///Summary description for Class1.
///</summary>
class Class1
{
static void Main(string[] args)
{
//
// TODO: Add code to start application here
//
}
}
}
This code is the same for any console−style application you write. Visual Studio gives you a starting place so that you don’t have to begin with a completely blank page. If you choose a different kind of application (like the Windows applications or Web applications you will write later in this book) the IDE will generate.
Adding a Reference to a Namespace
The first line given by the IDE says using System. The using statement indicates that a program will be using commands from a specific namespace. In a sense, the idea of namespaces is already familiar to you. At home, my wife calls me Andy. Calling me Andy Harris would be silly because everybody in our house is named Harris. At my job, there’s another guy named Andy, so people are more likely to say Andy Harris when they want to talk to me. You can always use a first name and a last name, but at home, your last name is implied.
Referring to a Namespace with a Using Statement
The using statement in C# works in a similar way. It enables you to use a group of commands that are related. You will see many namespaces in future chapters, but almost every program written in C# uses the System namespace because it contains useful objects. You need the console later, and the console object’s full name is System.Console. If you use the using System statement at the beginning of your program, you can simply refer to Console instead of System.Console. Almost every program in C# starts with the using System statement. As you learn more about C#, you will learn about other namespaces you will want to include in your programs.
Creating a Custom Namespace
The namespace HelloWorld line is used to generate your own namespace. In addition to the namespaces built in to the .NET environment, each project you create can have its own namespace. By default, the editor builds a namespace based on the project’s name. The namespace is called HelloWorld but actually contains all the code on the screen. You can see the left brace immediately after the namespace line. All the code is then indented until the
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