- •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
InitialDirectory
The InitialDirectory property lets you determine where in the user’s directory structure the dialog will display at first. You can set this to whatever you want, but it’s possible that the user’s directory structure will be unknown to you. The safest alternatives are in a directory your program has created (using the System.IO.Directory class) or in the program’s current working directory (denoted with a single period [.]). The default directory is wherever the program’s binary files are installed on the user’s machine. If you will be saving many files on the user’s machine, you might want to make a directory off the default directory and instruct dialog boxes to open in this directory.
The initial directory is just a starting place. The user is still free to navigate the entire drive system (and perhaps even the network) to save and load files.
Trick Initial directories are especially important if you are writing programs for beginning users. Beginners often ignore the entire directory structure and save their files wherever the dialog first points them. This can lead to disaster if your load dialog doesn’t point to the same initial directory as the save dialog.
Filter
The Filter property allows the programmer to determine which files will appear by default. The filter is useful because it limits the displayed files to those types of files the program is expecting. Typically, you either use a recognized standard file extension (such as .txt for plain text) or create your own extension for special−purpose file types. In either case, you should also add a filter to allow for all files, because often users still want to see every file in the directory. The file filter consists of a file description followed by the pipe symbol (|) and a pattern that returns the description. For example, this pattern
Text files (*.txt)|*.txt
places the value Text files (*.txt) in the Files of Type list box and displays all files that end with .txt in the directory listing. A filter can consist of multiple patterns. For example, both the DialogDemo file dialogs use the following pattern:
Text files (*.txt)|*.txt|All files (*.*)|*.*
Trap Be very careful with the patterns. If you put a space immediately after the pipe symbol, like this, Text files (*.txt)| *.txt the program will think that you are looking for files that begin with a space and end in .txt. Likewise, trailing spaces in a filter can cause the same kinds of problems. Test your filters carefully to ensure that they display exactly the types of files you’re expecting.
Responding to File Dialog Events
The file dialog objects generate events just like most other components. The FileOK event occurs when the user clicks the OK button after choosing a file. You can write code in the default event handler to deal with saving or loading the file. To retrieve the file name requested by the user, use the Filename property of the OpenFileDialog or SaveFileDialog control (whichever one you were using). Here’s the event handler code relating to the file dialogs in the Dialog Demo program:
private void mnuSaveAs_Click(object sender, System.EventArgs e) { fileSaver.ShowDialog();
}
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private void fileSaver_FileOk(object sender, System.ComponentModel.CancelEventArgs e) {
StreamWriter sw = new StreamWriter(fileSaver.FileName); sw.Write(txtEdit.Text);
sw.Close();
}
private void mnuOpen_Click(object sender, System.EventArgs e) { fileGetter.ShowDialog();
}
private void fileGetter_FileOk(object sender, System.ComponentModel.CancelEventArgs e) {
StreamReader sr = new StreamReader(fileGetter.FileName); txtEdit.Text = sr.ReadToEnd();
sr.Close();
}
The mnuSaveAs_Click() method shows the fileSaver dialog box with the ShowDialog() method. The dialog then takes control of program flow until the user clicks OK or Cancel. If the user chooses Cancel, nothing further happens and the dialog closes down. If the user chooses OK, the fileSaver_FileOK() method leaps into action. It generates a stream writer based on the user’s choice of a file name. The user’s file name is stored in the FileName property of fileSaver, which is a SaveFileDialog. The method then writes the text to the stream writer and closes the stream.
The code for opening a file is very similar. A menu item click event—in this case, mnuOpen_Click()—shows the fileGetter, which is an OpenFileDialog. The fileGetter_FileOK() method triggers when the user clicks the OK button. This causes the creation of a StreamReader based on the user’s choice. The program reads the contents of the stream and copies the data to the text box. Finally, the method closes the StreamReader.
Using the Font Dialog Control
The FontDialog control works much like the file dialogs. It doesn’t change a font but asks the user to interactively choose a font, and that font is available as a property of the dialog for the programmer’s use. You add a font dialog to a form in the same way you add a file dialog. Drag it onto the form, and it moves to the off−screen area. Generally, it isn’t necessary to modify any of the font dialog’s properties, but you can preset the font to a font that will work well for your program. Although font dialogs also generate events, it makes more sense to work with the font information in the same code that calls the dialog. The code for the font menu item illustrates how this can be done:
private void mnuFont_Click(object sender, System.EventArgs e) { if (fontDialog1.ShowDialog() != DialogResult.Cancel){
txtEdit.Font = fontDialog1.Font;
} // end if
}// end mnuFont
The font dialog is displayed in the click event of the mnuFont object. However, this code takes advantage of the fact that the ShowDialog() method returns a value of type DialogResult. (As usual, I knew this only because I looked it up in the online help.) The program simultaneously displays the dialog and examines the result. If the result is not equal to DialogResult.Cancel, the program copies the Font property of the dialog to the Font property of the text box. The logic works like this: There are only two ways to get out of the dialog box—by clicking OK or Cancel. If the user clicks the Cancel button (indicated by a DialogResult.Cancel value), the program should simply move on. If the user chooses anything else (so that the result of the dialog is anything but DialogResult.Cancel),
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