- •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
user’s score. I guess that it’s the video version of grade inflation.
I then displayed the version of the lander with no flames in the picture box by copying the appropriate image (number 0) from the ImageList. I did this because no flames should be the default setting. I’ll add the flames later if I discover that the user is pressing a key.
The last three lines of the tick() method call other custom methods. The timer has three more important jobs to do, but each is detailed enough to merit its own method. I gave the methods names indicating the main jobs that need to be done. Leaving the details of (for example) moving the lander, updating the score, and checking for collisions to other methods is a good idea because leaving all that code in the tick() method would make the method extremely complicated and difficult to read and fix. With the custom methods, it’s very easy to see the main flow without getting bogged down in details. Of course, you need to worry about the details at some point, but they’re easier to work with in isolation.
Trick Whenever one method starts to be more than one screen long, consider breaking it into multiple methods. This way, you can break the work into smaller chunks that are easier to manage.
The moveShip() Method
The moveShip() method handles all the movement of the lander on the screen. The code should look familiar.
private void moveShip(){
//change x and check for boundaries x += dx;
if (x > this.Width − picLander.Width){ x = 0;
}// end if if (x < 0){
x = Convert.ToDouble(this.Width − picLander.Width);
}// end if
//change y and check for boundaries y += dy;
if (y > this.Height − picLander.Height){ y = 0;
}// end if if (y < 0){
y = Convert.ToDouble(this.Height − picLander.Height);
}// end if
//move picLander to new location picLander.Location = new Point(Convert.ToInt32(x),
Convert.ToInt32(y));
} // end moveShip
The process of modifying dx and dy is probably routine for you by now, but this routine has one twist. Because I’m working in double values, I can’t simply copy the screen location to x when I want to move to the right or the bottom of the screen. The compiler complains about the conversion from integer to double. I simply used Convert.ToDouble() to get past this problem.
Likewise, when I was ready to place the lander in its new position, the values of x and y were doubles, but I needed ints. Again, the Convert class came to the rescue.
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The checkLanding() Method
The interesting moments in the game occur when the lander gets close to the platform. When these two components are in proximity, it means either a crash or a landing. The checkLanding() method determines whether the lander is near the landing pad and, if so, whether it is a safe landing or a horrible crash:
private void checkLanding(){
//get rectangles from the objects Rectangle rLander = picLander.Bounds; Rectangle rPlatform = picPlatform.Bounds;
//look for an intersection
if (rLander.IntersectsWith(rPlatform)){ //it's either a crash or a landing
//turn off the timer for a moment timer1.Enabled = false;
if (Math.Abs(dx) < 1){ //horizontal speed OK if (Math.Abs(dy) < 3){
//vertical speed OK
if (Math.Abs(rLander.Bottom − rPlatform.Top) < 3){ //landing on top of platform MessageBox.Show("Good Landing!");
fuel += 30; score += 10000;
}else {
// not on top of platform MessageBox.Show("You have to land on top."); killShip();
}// end on top if
}else {
//dy too large
MessageBox.Show("Too much vertical velocity!"); killShip();
}// end vertical if
}else {
//dx too large
MessageBox.Show("too much horizontal velocity"); killShip();
}// end horiz if
//reset the lander initGame();
} // end if
}// end checkLanding
This code might look long and complex at first, but it is not difficult. The hardest part of writing this method was figuring out what constitutes a safe landing. I determined that a safe landing occurs only when all the following criteria are true at the same time:
∙The rectangles for the lander and platform intersect.
∙The horizontal speed (dx) of the lander is close to 0.
∙The vertical speed (dy) of the lander is smaller than 3.
∙The lander is on top of the platform.
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The easiest structure for working with this kind of problem (where you can proceed only when several conditions are met) is a series of if statements nested inside each other. This structure is named (not surprisingly) nested ifs. I decided to turn each of the criteria in the list into an if statement and nest them all inside each other. In other words, I started by checking to see whether the platforms intersect. If you look back at the code, you see that the first if statement checks whether the rectangles intersect. If that condition is true, something has happened. If all the other conditions are true, the player has landed successfully, but if not, there has been a crash. If the rectangles do not intersect, there is no point checking the other conditions.
In the Real World
The nested if structure is commonly used whenever a programmer needs to check for several conditions. In more traditional programming (the kind you’re more likely to get paid for), you commonly use nested ifs whenever you want to do some sort of validation. For example, if you write a program that processes an application form, you probably won’t allow the program to move on until you are sure that the user has entered data in all the fields and that all the data can be checked. Validation code usually uses the same nested if structure as the Lunar Lander game. However, there are not as many cool effects when the user doesn’t submit a valid email address. (I’ve always been tempted to add explosions in that sort of situation, but so far, I’ve been good.)
Checking the Horizontal Speed
If the rectangles do intersect, another if statement checks what the horizontal speed (measured with the variable dx) is. I wanted to require that the ship be nearly motionless along the X axis because the legs of such a craft can’t handle much sideways velocity. (Also, this rule makes the game more challenging!) I figured that a value between –1 and 1 for dx would be a good range. However, testing for a value greater than –1 and less than +1 is a little ugly. I decided to take advantage of the built−in absolute value method of the Math class, Math.Abs(). As you may recall fondly from math class, the absolute value of a number strips the sign off a number, so the absolute value of –1 is 1, and the absolute value of +1 is also 1. By using the Math.Abs() method on dx, I was able to determine a very small horizontal velocity with only one if statement.
Checking the Vertical Speed
The vertical speed is calculated much like the horizontal speed. You might be surprised that I still used the absolute value function here because the lander will always approach the platform from the top and will always have a positive dy value if a legal landing is possible. This is true, but I seriously thought at one time about allowing landings from the bottom (maybe you’re attaching a balloon to a floating platform). This would greatly change the strategy of the game and allow for interesting piloting situations, so I left the absolute value in here, just in case. (Does that sound like a dandy end−of chapter exercise, or what?)
Ensuring That the Lander Is on Top of the Platform
The last requirement for a healthy landing is that the lander must touch the top of the platform (at least for now). This turned out to be an easy thing to check. I just used properties of the picLander and picPlatform picture boxes to compare the bottom of picLander and the top of picPlatform. I used the absolute value method again to ensure that the bottom of the lander is within 3 pixels of the top of the platform.
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Managing a Successful Landing
If the player passes all four landing tests, the program sends a congratulatory message, loads up more fuel, and adds significantly to the player’s score. If the player fails to pass any of the landing criteria, but the rectangles intersected, the program responds with an appropriate message and calls the killShip() method, which handles the details of lander destruction.
Handling User Crashes
If the rectangles intersected (regardless of the rest of the consequences), the method calls the initGame() method to reset the positions of the lander and platform.
The theForm_KeyDown() Method
The player interacts with the program through keyboard commands. The up arrow fires thrusters that slow the effects of gravity and can eventually push the lander upwards. The left and right buttons fire side−pointing thrusters that allow side−to−side mobility. The keyboard handling routine is familiar if you investigated the Mover program earlier in this chapter:
private void theForm_KeyDown(object sender, System.Windows.Forms.KeyEventArgs e) { //executes whenever user presses a key
//spend some fuel fuel−−;
//check to see if user is out of gas if (fuel < 0) {
timer1.Enabled = false; MessageBox.Show("Out of Fuel!!"); fuel += 20;
killShip();
initGame(); } // end if
//look for arrow keys switch (e.KeyData) {
case Keys.Up:
picLander.Image = myPics.Images[1]; dy−= 2;
break;
case Keys.Left:
picLander.Image = myPics.Images[2]; dx++;
break;
case Keys.Right:
picLander.Image = myPics.Images[3]; dx−−;
break;
default:
//do nothing break;
}// end switch
}// end keyDown
Every time the user presses a key (even non−arrow keys!), the program uses up one unit of fuel. As I’ve said many times, if you increment or decrement a variable, you should test for boundary conditions. Because I’m decrementing the amount of fuel, checking for an empty gas tank is
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