- •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
private void mnuEdit_Click(object sender, System.EventArgs e) { Editor theEditor = new Editor();
theEditor.Show();
theEditor.OpenGame(theDungeon);
this.Dispose(); } // end game_load
The Edit menu also closes the game form, but first, it creates an instance of the Editor class, opens the current dungeon in the editor, and displays the Editor class on the screen with its Show() method.
Writing the Editor Class
The adventure program would have been interesting if I had stopped at the Game class. I think that adding the editor makes the game much more interesting, though, because it enables the user community to create many adventures. The Editor class is more challenging than the Game class, but it isn’t too tricky.
Creating the Editor Form's Visual Design
Visually, the editor form looks much like the game form but is designed to let the user edit each field. Figure 9.21 shows the editor form's visual layout. The central description for each room is a text box instead of a label, and each direction is represented with a drop−down list box populated with the names of all the rooms in the dungeon. The user navigates through the rooms with Next and Prev buttons. The editor features save and load dialogs, and its menu structure is slightly more complex than the game program because it allows for saving a game, as well as creating a new game from scratch, closing the editor, and playing the current game.
Figure 9.21: The layout for the editor is similar to the game form, but the controls can be edited.
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Building the Editor Class Instance Variables
The instance variables for the Editor class are much like those for the Game class. theDungeon is used to store all the game data, and roomNum stores the index of the current room:
private Dungeon theDungeon = new Dungeon(); private int roomNum = 1;
Initializing in Editor_Load()
As in the game program, I chose to do my own initialization in the Load() event. The setupRooms() method initializes all the rooms to a default value, and setupCombo() assigns the combo boxes the names of the rooms in the dungeon.
private void Editor_Load(object sender, System.EventArgs e) {
setupRooms();
setupCombos();
} // end editorLoad
Setting Up the Rooms
The setupRooms() method is used to initialize the rooms. It is called when the class first loads and when the user calls for a new game:
private void setupRooms(){ //initialize rooms
int i;
for (i = 0; i < theDungeon.NumRooms; i++){ theDungeon.Rooms[i] = new Room(
"room " + Convert.ToString(i), "", 0,0,0,0);
} // end for loop
}// end setupRooms
The method uses a for loop to step through each room in the dungeon and set its values to appropriate default values. I chose to have the room names include a string representation of the room number because I think that it makes editing a game much easier.
Setting Up the Combo Boxes
The user will edit the game by creating a room at a time. In each room, by using a series of combo boxes, the user will determine what happens when the player goes in a particular direction. The combo boxes contain the current list of room names. Each time the user changes a room name, all the combo boxes need to be updated:
private void setupCombos(){
//ensures the combo boxes are up−to−date int i;
//clear the combos cboNorth.Items.Clear(); cboEast.Items.Clear(); cboSouth.Items.Clear(); cboWest.Items.Clear();
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//repopulate the combos
for (i = 0; i < theDungeon.NumRooms; i++){ cboNorth.Items.Add(theDungeon.Rooms[i].Name); cboEast.Items.Add(theDungeon.Rooms[i].Name); cboSouth.Items.Add(theDungeon.Rooms[i].Name); cboWest.Items.Add(theDungeon.Rooms[i].Name);
} // end for loop
//preselect room zero cboNorth.SelectedIndex = 0; cboEast.SelectedIndex = 0; cboSouth.SelectedIndex = 0; cboWest.SelectedIndex = 0;
} //end setupCombos
The easiest way to update the combos is to clear them out completely and rebuild them. The Items property of the combo box has a Clear() method, which performs this task admirably. The method then steps through each room, adding each room’s name to each combo box. Finally, the method presets each combo so that it points to room 0.
Trick As I developed examples for this chapter, I started evolving my own convention about the games developed with this kit. I reserved room 0 as the “You can’t go there” room and used room 1 as the basic startup room. For that reason, when you call up an adventure in the editor, it will begin in room 0, but if you load the same file into the Game interface, it will begin in room 1.
Showing a Room
The user will be able to move between the rooms with the command buttons at the bottom of the screen. It is important to be able to display any given room:
private void showRoom(){ //displays a room in editor
setupCombos();
txtName.Text = theDungeon.Rooms[roomNum].Name; txtDescription.Text =
theDungeon.Rooms[roomNum].Description;
cboNorth.SelectedIndex = theDungeon.Rooms[roomNum].North; cboEast.SelectedIndex = theDungeon.Rooms[roomNum].East; cboSouth.SelectedIndex = theDungeon.Rooms[roomNum].South; cboWest.SelectedIndex = theDungeon.Rooms[roomNum].West; lblRoomNum.Text = "room " + Convert.ToString(roomNum);
} // end showRoom
The first task is to reset the combo boxes to take into account any changes in the room data. After that, the method copies the name and description to the appropriate text boxes. Rather than copy the direction values into the database, these numeric values are used to set the index of the combo boxes to the appropriate value, which will display the room number associated with the room. For example, if the North value of the current room is 3, the third element of the combo box will be the name of room 3, because of the setupCombos() call. Setting cboNorth.SelectedIndex to 3 causes the third element of the combo box to appear, which will be the name of room 3.
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Storing a Room
Storing a room is the logical opposite of saving the room. Basically, the method copies values from the form elements to the current room. Note that the selected index of the direction combos is set, not the text value:
private void storeRoom(){
//stores the current room to the database theDungeon.Rooms[roomNum].Name = txtName.Text; theDungeon.Rooms[roomNum].Description =
txtDescription.Text;
theDungeon.Rooms[roomNum].North = cboNorth.SelectedIndex; theDungeon.Rooms[roomNum].East = cboEast.SelectedIndex; theDungeon.Rooms[roomNum].South = cboSouth.SelectedIndex; theDungeon.Rooms[roomNum].West = cboWest.SelectedIndex;
} // end storeRoom
Trick The relationship between the directional values and the list boxes illustrates an important point. The numeric values are convenient from the programmer’s perspective because they are unambiguous. It is very easy to see which room number to display next if the user clicks the North label. However, human users much prefer text or visual cues to numeric values. The value of the combo boxes is how the way to bridge this gap. When I’m interested in the actual numeric value associated with a direction, I use the selectedIndex property. The user can just deal with the string values without knowing or caring that the position of something in the list box is what matters to the program, not what it says.
Responding to the Next and Prev Button Events
The Next and Prev buttons are used to let the user navigate between records in the game editor. They do a lot of work, but most of that work is encapsulated into the storeRoom() and showRoom() methods you’ve already seen:
private void btnPrev_Click(object sender, System.EventArgs e) {
storeRoom();
roomNum−−;
if (roomNum < 0){ roomNum = 0;
} // end if showRoom();
} // end btn prev
private void btnNext_Click(object sender, System.EventArgs e) {
storeRoom();
roomNum++;
if (roomNum >= theDungeon.NumRooms){ roomNum = theDungeon.NumRooms − 1;
} // end if showRoom();
} // end btnNext click
The btnPrev_Click event stores the current room to preserve any changes that have happened. It then decrements the room number and checks whether the room number is less than 0. If so, the room number is set to 0. The call to showRoom() shows the room, based on the current room number.
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The btnNext_Click event works in very much the same way, except that it increments the variable, rather than decrements it, and checks whether the value is larger than or equal to the number of rooms in the dungeon. If so, roomNum is set to the number of rooms—1. (Remember, arrays begin with an index of 0, so the largest possible value will be theDungeon.NumRooms − 1.
Saving the Adventure
The adventure game is saved with the now familiar binary serialization technique. The method starts by pulling the game’s name from its textbox and assigning the result to the Name property of theDungeon. Then the current room is stored in case changes have been made but the Next or Prev button hasn’t been clicked. The data is stored in the file, using a FileStream and a BinaryFormatter:
private void mnuSaveAs_Click(object sender, System.EventArgs e) {
//get the game's name theDungeon.Name = txtGameName.Text; //store the current room storeRoom();
//write the data out to a binary file FileStream s;
BinaryFormatter bf = new BinaryFormatter();
if (fileSaver.ShowDialog() != DialogResult.Cancel){
s = new FileStream(fileSaver.FileName, FileMode.Create); bf.Serialize(s, theDungeon);
s.Close();
} // end if
}// end mnuSave
Loading the Adventure
Loading the adventure works just as it did in the Game class, using binary serialization. After I loaded the game in memory, I set the room number to 1 and showed the room:
private void mnuOpen_Click(object sender, System.EventArgs e) {
//read the data from a binary file FileStream s;
BinaryFormatter bf = new BinaryFormatter();
if (fileOpener.ShowDialog() != DialogResult.Cancel){
s = new FileStream(fileOpener.FileName, FileMode.Open); theDungeon = (Dungeon) bf.Deserialize(s);
roomNum = 0; showRoom(); s.Close();
} // end if
}// end mnuOpen
Opening a Game
As in the Game class, it will be possible for the MainForm to start the editor remotely, so I added an OpenGame() method that will start the editor when given a Dungeon as a parameter:
public void OpenGame(Dungeon passedDungeon){ theDungeon = passedDungeon;
roomNum = 0;
txtGameName.Text = theDungeon.Name; showRoom();
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