- •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
code used in the Button_Press() method in the Spin Globe program:
private void timer1_Tick(object sender, System.EventArgs e) { counter++;
if (counter >= 10){ counter = 0;
} // end if
picGlobe.Image = myPics.Images[counter];
}
Adding Motion
Another critical type of animation involves moving objects around on the screen. This can be a simple matter when you understand how C# deals with locations on the screen. Figures 7.12 and 7.13 illustrate an object moving on the screen under user control.
Figure 7.12: When the program starts, the arrow is moving to the right.
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Figure 7.13: When the user presses an arrow key, the arrow image changes and moves in the indicated direction.
The easiest way to move an image in C# is to put the image in a picture box and move the picture box. This is easy to accomplish. The Mover program features one picture box named picArrow, an image list named myPics, and a timer left at the default name of timer1.
I declared two integer variables at the form level. The dX variable is meant to hold the difference in X (or delta X, if you want to sound like a rocket scientist). In other words, the dX variable determines how much the picture box will move in the X (that is, side−to−side) dimension. In computer graphics, an X value of 0 means the left side of the screen, and larger values move to the right. In a moment, you will add code that moves the picArrow picture box according to the value of dx. If dx is 0, the image does not move horizontally at all. If dx is negative, the image moves to the left, and if dx has a positive value, the picture box moves to the right. The dy variable controls the amount of motion in the Y axis, which determines whether the box moves up or down. Be careful, though, because in computer graphics, a Y value of 0 is at the top of the screen. As Y values get larger, you move down the screen.
Trap Because of the way computer screens work, the coordinate system in most programming languages differs from what you might remember from geometry class. The upper−left corner of the screen is (0,0). X values increase as you move to the right, and Y values increase as you move towards the bottom of the screen. It’s very easy to become confused about this, especially with Y values. However, it’s a relatively simple problem to spot and solve because you’ll find your anvils (for example) floating up rather than dropping to the earth as proper anvils do. If your objects are moving up when they should be going down, or vice−versa, you’ve probably forgotten the upside−down way Y values work in the computer world. Fortunately, it’s easy to fix.
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Checking for Keyboard Input
The Mover program uses keyboard input to determine which direction the arrow should point and move. Here is the code to handle key presses:
private void theForm_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e) {
switch (e.KeyCode){ case Keys.Right:
picArrow.Image = myPics.Images[0]; dx = 2;
dy = 0; break;
case Keys.Down:
picArrow.Image = myPics.Images[1]; dx = 0;
dy = 2; break;
case Keys.Left:
picArrow.Image = myPics.Images[2]; dx = −2;
dy = 0; break;
case Keys.Up:
picArrow.Image = myPics.Images[3]; dx = 0;
dy = −2; break;
} // end switch
}// end KeyDown
As you can see, the keyboard handler is essentially a switch statement based on which key was pressed (which is discovered by investigating e.KeyCode). This is a common pattern. Keyboard handlers very often follow this type of structure. The actual code for each key press is similar as well. The program replaces the Image property of picArrow (which is, as you recall, the visible picture box showing the arrow) with the appropriate image from the ImageList control (myPics). The program then changes the values of dx and dy to indicate how the image will move. Note that I have not actually moved the object yet. If I had put the movement code in this method, the arrow would move when the user presses a key, but only then. I want the arrow to keep moving in the direction of the last key press, so I need to put code somewhere else. (If you must know, that somewhere else is in a timer_tick event, which you’ll see in a moment.)
Working with the Location Property
You can set and retrieve the location of any component by accessing that component’s Location property. Location is (of course) an object. To be specific, it is an instance of the System.Drawing.Point class. The best way to move a component is to make a new Point object and then assign that point to the Location property of the component. The actual movement of the picArrow object happens in the Tick event of the Timer1 class. Here is the code:
private void timer1_Tick(object sender, System.EventArgs e) { int newX, newY;
//change X value
newX = picArrow.Location.X + dx;
//check right boundary if (newX > this.Width){
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newX = |
0; |
} // end |
if |
//check left boundary |
|
if (newX |
< 0){ |
newX = |
this.Width − picArrow.Width; |
} // end |
if |
//change |
Y value |
newY = picArrow.Location.Y + dy; |
|
//check top |
|
if (newY |
< 0){ |
newY = |
this.Height − picArrow.Height; |
} // end |
if |
//check bottom |
|
if (newY |
> this.Height){ |
newY = |
0; |
} // end |
if |
//create new point, assign to picArrow Point newLoc = new Point(newX, newY); picArrow.Location = newLoc;
} // end timer tick
Getting New Values for X and Y
I started the method by creating integers named newX and newY. These integers will be used to build the point that will eventually be the new location of picArrow. I used the variables to simplify checking for boundaries. I started by copying the X location of picArrow into the dx variable. picArrow’s Location property has an X property that provides this value. I then added dx to newX. The value of dx will be negative if the user wants to move to the left, positive if the user wants to go right, and 0 if the user does not want to move at all in the horizontal axis. If dx is negative, the value of newX will be smaller than it was the last time the timer ticked, and the box will move to the left when newX is applied to the picture box. Likewise, a positive value in dx will cause the box to move to the right, and a 0 value for dx will keep the box in the same position.
Checking for Boundaries
As I’ve said before, whenever you increment or decrement a variable, you should be sure to check for upper or lower limits. This is an especially important consideration in code attached to a timer, because that code is designed to run at frequent intervals. If something goes wrong in timer code, it will go wrong 10 times per second (at least, as the timer is set up in this program).
Wrapping the Arrow around the Screen
The next consideration is what should happen when the arrow moves off the screen. In this particular case, I decided to have the picture box wrap to the other side of the screen. If newX is less than 0, the picture box is moving off the left side of the screen, so I’ll move it to the right side. However, it isn’t always easy to tell how wide the screen is because your user can change the size of a window at any time. Fortunately, you have access to a special value named this. The this keyword refers to the class you are currently defining. In most Windows programming, this refers to the form on which your program is based. You can get the width of the form by looking at this.Width. Not surprisingly, the height is stored in this.Height. If the arrow goes past the right side of the form (this.Width), the program replaces it at the left side, which is always 0. Notice that the location of the picture box refers to the upper−left corner of the box. If you want to place the picture box so that its
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