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Dedication
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Dedication
by Andy Harris
Microsoft®C# Programming for the absolute beginner
Dedication
Acknowledgements
About the Author
Introduction
Basic Input and Output: A Mini Adventure
Project: The Mini Adventure
Reviewing Basic C# Concepts
Saying “Hello, World!”
Moving from Code to a Program
Compiling Your Program
Looking for Bugs
Getting Input from the User
Incorporating a Variable in Output
Combining String Values
Launching the Mini Adventure
Summary
Branching and Operators: The Math Game
The Math Game
Using Numeric Variables
Converting Variables
Creating a Branch in Program Logic
Working with The Switch Statement
Creating a Random Number
Creating the Math Game
Summary
Loops and Strings: The Pig Latin Program
Project: The Pig Latin Program
Investigating The String Object
Using a For Loop
Varying the For Loop’s Behavior
Using a While Loop
Planning Your Program with the STAIR Process
Applying STAIR to the Pig Latin Program
Writing the Pig Latin Program
Summary
Objects and Encapsulation: The Critter Program
Introducing the Critter Program
Creating Methods to Reuse Code
Creating a Menu
Creating a New Object with the CritterName Program
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
Making the Critter More Lifelike
Summary
Constructors, Inheritance, and Polymorphism: The Snowball Fight
Introducing the Snowball Fight
Inheritance and Encapsulation
Creating a Constructor
Overloading Constructors
Using Inheritance to Make New Classes
Improving an Existing Class
Using Polymorphism to Alter a Class’s Behavior
Creating the Snowball Fight
Summary
Creating a Windows Program: The Visual Critter
Introducing the Visual Critter
Creating a Windows-Style Program with a GUI
Examining the Code of a Windows Program
Creating an Interactive Program
Allowing for Multiple Selections
Working with Images and Scroll Bars
Revisiting the Visual Critter
Summary
Timers and Animation: The Lunar Lander
Introducing the Lunar Lander
Reading Values from the Keyboard
Animating Images
Using a Timer to Automate Animation
Adding Motion
Detecting Collisions between Objects
Bouncing the Ball off the Sides
Checking for Collisions
Extracting a Rectangle from a Component
Getting More from the MessageBox Object
Coding the Lunar Lander
Summary
Arrays: The Soccer Game
The Soccer Game
Introducing Arrays
Working with Arrays
Designing the Soccer Game
Designing Programs by Hand
Building the Soccer Program
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
File Handling: The Adventure Kit
Introducing the Adventure Kit
Reading and Writing Text Files
Creating Menus
Using Dialog Boxes to Enhance Your Programs
Storing Entire Objects with Serialization
Returning to the Adventure Kit Program
Summary
Chapter Basic XML: The Quiz Maker
Introducing the Quiz Maker Game
Investigating XML
Reading an Existing XML Document
Writing New Values to an XML Document
Examining the Quizzer Program
Summary
Databases and ADO.NET: The Spy Database
Introducing the SpyMaster Program
Creating a Simple Database
Using Queries to Modify Data Results
Working with Relational Databases
Working with Other Databases
Creating the SpyMaster Database
Summary
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Acknowledgements
Dedication
To Heather, Elizabeth, Matthew, and Jacob
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