- •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
} // end if
}// end btnYesNo
I started by creating an instance of the DialogResult class. When I investigated the Show() method of the MessageBox class, I discovered that it returned an instance of the DialogResult class. The reply variable is intended to catch whatever result comes back after the message box communicates with the user.
The Show() method of the MessageBox class is heavily overloaded. It has 12 variations! I used one with four parameters because it looked as though this version would provide all the details I needed.
In this four−parameter version of the show command, the first parameter is the message you want to ask the user. The next parameter is the title of the box that appears with the message inside it. (Users almost always overlook this title, but being able to change it is still nice.) The third parameter is a special value that determines which buttons to show, and the fourth parameter is another special value that describes the icon to display. Both these last values are enumerations.
An enumeration, as you may recall from earlier in this chapter, is a predefined list of values. The color constants are an example of an enumeration. In fact, any property that displays a drop−down menu in the Form Designer is likely associated with an enumeration. The MessageBoxButtons enumeration contains a list of all the possible button combinations. (Look in the online documentation to see all the choices.) Likewise, the MessageBoxIcons enumeration contains a list of all the possible icons you can place in a message box. When you understand how they work, you can usually use the syntax completion feature of the IDE to figure out which buttons and icons you want, without having to consult the online help each time.
Retrieving Values from the MessageBox
If you have more than one button on a message box, it is important to determine which button the user pressed. The DialogResults object is the key to figuring out the user’s response. DialogResults has its own enumeration built in, describing all the various buttons that could have been pressed by the user. To figure out which button was pressed, simply compare the reply variable to the possible options in the DialogResults enumeration.
Coding the Lunar Lander
Building the Lunar Lander game simply requires putting together all the various elements in a new form. The program runs under a timer’s control. All user interaction happens through keyboard input, and the animations use images copied from an image list.
The Visual Design
I started by sketching out the visual design and the overall plan for the game. The visual interface is very simplistic. I wanted one ship, named picLander, and one landing platform, named picPlatform. Additionally, I added a series of labels to communicate various game variables to the user. Each of these labels is named to correspond to a specific variable. I’ll describe them in more detail in the ShowStats() method because I didn’t add them to the interface until I wrote that method.
In addition to the visual elements, I added a couple invisible controls. A timer control handles all the interval−based elements (which take up the bulk of the code), and I used an image list to support the variations of the lander spouting flames in different directions. The image list includes four
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images of the lander:
1.No flames
2.Flames on bottom
3.Flames on left
4.Flames on right
The Designer−Generated Code
Generally, I have not shown you the code generated by the Designer, but I show it to you here because I added a few elements. I’ll explain my modifications after the code listing.
using System;
using System.Drawing; using System.Collections;
using System.ComponentModel; using System.Windows.Forms; using System.Data;
namespace Lander
{
///<summary>
///Basic Arcade Game
///Demonstrates simple animation and keyboard controls
///and use of timer.
///Andy Harris, 1/16/02
///</summary>
public class theForm : System.Windows.Forms.Form
{
//my variables private double x, y; private double dx, dy;
private int fuel = 100; private int ships = 3; private int score = 0;
//will show new position of lander //difference in x and y
//how much fuel is left //number of ships player has //the player's current score
//created by designer
private System.Windows.Forms.Timer timer1;
private System.Windows.Forms.PictureBox picPlatform; private System.Windows.Forms.Panel pnlScore;
private System.Windows.Forms.Label lblDx; private System.Windows.Forms.Label lblDy; private System.Windows.Forms.Label lblShips; private System.Windows.Forms.Label lblFuel;
private System.Windows.Forms.PictureBox picLander; private System.Windows.Forms.ImageList myPics; private System.Windows.Forms.Label lblScore;
private System.ComponentModel.IContainer components;
public theForm()
{
//
// Required for Windows Form Designer support
//
InitializeComponent();
//I added this call, to a method that starts up a round initGame();
}
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///<summary>
///Clean up any resources being used.
///</summary>
protected override void Dispose( bool disposing )
{
if( disposing )
{
if (components != null)
{
components.Dispose();
}
}
base.Dispose( disposing );
}
#region Windows Form Designer generated code
///<summary>
///The main entry point for the application.
///</summary>
[STAThread]
static void Main()
{
Application.Run(new theForm());
}
The Designer−written code shows its usual lack of flair but is functional. Note that I hid the InitializeComponent() method call because you shouldn’t generally mess with it if you are using the Designer. I added several small but important things to the first chunk of code. I included a number of class−level variables and made a small modification to the constructor.
Class−Level Variables
Variables defined at the class level can be regarded as the DNA of an object. You can learn a lot about how the object works by understanding these variables, especially if the program is well written and documented. If these conditions are met, you can see an overview of the entire program’s structure by looking at the variables.
Several of the variables (x, y, dx, and dy) are used to position the lander on the screen. You might be surprised to see that all four of these variables are doubles, rather than the integers you’ve used throughout the chapter for positioning components. The Point and Location classes that form the basis of screen motion require integers, but when I was testing the game, I found that integers did not give me the fine−grained control that I wanted. In particular, the effects of gravity were too difficult to get right, within the limits of integers. I decided to do my calculations with doubles and then convert the values to integers when needed. (Don’t panic. I’ll explain this as it comes up in the code listing.)
The fuel, ships, and score variables are used in scorekeeping and to determine when the game is over. All are integers.
Trick Notice the comments after all the variables. Documenting all your important variables in this way is an excellent habit to form. You’ll find that the effort pays off when your program becomes complicated and you don’t remember what each of your cryptic variable names stands for.
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The Constructor
You might recall that a constructor is a special method that helps build an instance of a class. It always has the same name as the class, and is automatically called when the class is created. In this case, the constructor is a method named theForm(). The Designer automatically created this constructor and added a call to the InitializeComponent() method (which it also created automatically). However, I also wanted something to happen the first time the program started. I wanted to set up all the initial conditions for the game. The instructions for this are stored in the initGame() method, which you’ll investigate shortly.
Trap Sometimes you might be intimidated by the warnings not to change code created by the Designer. Although you certainly should be careful about doing this, you are the programmer. There is nothing wrong with adding your own code to a method generated by the Designer. In fact, it’s often necessary to do so. Still, you should avoid changing InitializeComponent unless you’re willing to finish writing the program without the assistance of the Designer. Changing the contents of that particular method can make it impossible for the Designer to read your code.
The timer1_Tick() Method
As you’ve seen throughout this chapter, much of the action in an arcade−style game happens in the tick method of the timer. The Lander game reinforces this observation.
private void timer1_Tick(object sender, System.EventArgs e) { //code that should happen on every timer tick
(10 times/sec)
//account for gravity dy+= .5;
//increment score for being alive score += 100;
//show ordinary (no flames) lander picLander.Image = myPics.Images[0];
//call helper methods to handle details moveShip();
checkLanding();
showStats();
} // end timer tick
This method does a great deal of work. All the main logic for the game flows through this method 10 times a second. However, many of the most critical elements are passed off to other methods.
First, I added .5 to dy to account for gravity. Each time the timer ticks, there will be a small force pulling the lander downwards. The exact amount for dy is a tricky thing to determine. This was the main reason I used doubles for the math. When dy had to be a whole number, gravity of 1 was just too powerful at 10 times per second, and 0 gave no gravity at all. One solution to the "heaviness" of a gravity of 1 is to lower the frame rate by changing the timer’s interval. When I tried this, the animation seemed too choppy. I decided, instead, to work with double values and then convert back to integers when needed. Sometimes you have to think creatively to get the results you want.
Then next thing I did was add a value to the score simply because the user survived another tick of the clock. It’s a long−standing tradition in arcade games never to add fewer than 100 points to the
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