Cover image for C# Programming for the Absolute Beginner.
C# Programming for the Absolute Beginner.
Title:
C# Programming for the Absolute Beginner.
Author:
Harris, Andrew.
ISBN:
9781592004010
Personal Author:
Physical Description:
1 online resource (512 pages)
Contents:
Title -- Copyright -- Dedication -- Acknowledgments -- About the Author -- Contents at a Glance -- Contents -- Introduction -- 1 CHAPTER Basic Input and Output: A Mini Adventure -- Project: The Mini Adventure -- Reviewing Basic C# Concepts -- Namespaces -- Classes -- Methods -- Statements -- The Console Object -- .NET Documentation -- The System Namespace -- The Console Class -- The Write() Method -- The WriteLine() Method -- Saying "Hello, World!" -- Getting into the Visual Studio .Net Environment -- Starting a New Project -- Choosing the Project Type -- Examining the Code Window -- Examining the Default Code -- Adding a Reference to a Namespace -- Referring to a Namespace with a Using Statement -- Creating a Custom Namespace -- Adding Summary Comments -- Creating the Class -- Examining the Main() Method -- Examining the Rest of the Code -- Modifying the Code -- Writing to the Console -- Placing Semicolons Correctly -- 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 -- 2 CHAPTER Branching and Operators: The Math Game -- The Math Game -- Using Numeric Variables -- The Simple Math Game -- Numeric Variable Types -- Integer Variables -- Long Integers -- Floating-Point Variables -- 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 -- 3 CHAPTER 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 -- Varying the For Loop's Behavior -- 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 -- Creating and Initializing a Sentry Variable -- Designing an Appropriate Condition -- Changing the Variable inside the 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 -- 4 CHAPTER Objects and Encapsulation: The Critter Program -- 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 -- Referring to the Critter's Members -- 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 -- Making a Private Instance Variable -- Examining the Basic Design of a Property -- Creating a get() Method -- Creating a set() Method -- 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 -- 5 CHAPTER Constructors, Inheritance, and Polymorphism: The Snowball Fight -- 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 -- Examining CritViewer's Constructor -- 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 -- Calling the Base Class's Constructors -- Adding Methods to a New Class -- Changing the Critter Viewer Again -- Using Polymorphism to Alter a Class's Behavior -- Creating the Snowball Fight -- Building the Fighter -- Setting Up the Basic Fighter -- Writing the Fighter Constructor -- Throwing a Snowball -- Building the Robot Fighter -- Initializing the RoboFighter -- Choosing the Robot's Play -- Creating the Main Menu Class -- Creating Instance Variables and Main() Method -- Creating the Menu's Constructor -- Managing the Responses -- Checking for a Winner -- Displaying the Menu -- Summary -- 6 CHAPTER Creating a Windows Program: The Visual Critter -- Introducing the Visual Critter -- Creating a Windows-Style Program with a GUI -- Thinking Like a GUI Programmer -- Objects Are Everywhere -- The User Is in Control -- Programs Respond to Events -- Problems Are Solved Differently -- Events Are Added to the Object Model -- Creating a Graphical User Interface (GUI) -- Creating a Windows Project -- Using the Form Builder -- Changing the Form's Properties -- Adding a Label to the Form -- Changing the Label's Properties -- Running the Program -- Examining the Code of a Windows Program -- Adding New Namespaces -- The System.Windows.Forms Namespace -- Inheritance and Related Components -- The System.Drawing Namespace -- The Other 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 -- The List Box -- Radio Buttons -- Check Boxes -- Creating Instance Variables in the Font Chooser -- Writing the AssignFont() Method -- Getting the Font Name from the List Box -- Getting the Style from the Check Boxes -- Finding the Font Size Code -- Writing the Event Handlers -- Working with Images and Scroll Bars -- Changing an Image's Size -- Setting Up the Picture Box -- Adding an Image to the Picture Box -- Manipulating the Image's SizeMode Property -- Adding a Scroll Bar -- Writing the Event-Handling Code -- Revisiting the Visual Critter -- Designing the Program -- Determining the Necessary Tools -- Designing the Form -- Writing the Code -- Adding Instance Variables -- Responding to a Change in the Combo Box -- Clicking the Critter -- Changing the Critter's Name -- Changing the Critter's Color -- Changing the Critter's Size -- Summary -- 7 CHAPTER 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 -- Getting New Values for X and Y -- Checking for Boundaries.

Wrapping the Arrow around the Screen.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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