توضیحاتی در مورد کتاب Course Technology PTR, Microsoft C# Programming For The Absolute Beginner
نام کتاب : Course Technology PTR, Microsoft C# Programming For The Absolute Beginner
عنوان ترجمه شده به فارسی : دوره فناوری PTR، برنامه نویسی مایکروسافت سی شارپ برای مبتدیان مطلق
سری :
ناشر :
سال نشر : 2002
تعداد صفحات : 394
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 15 مگابایت
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فهرست مطالب :
Microsoft C# Programming for the Absolute Beginner......Page 1
Table of Contents......Page 2
Microsoft C# Programming for the Absolute Beginner......Page 11
Overview......Page 14
Project: The Mini Adventure......Page 15
Reviewing Basic C# Concepts......Page 16
Statements......Page 17
.NET Documentation......Page 18
Saying fiHello, World!fl......Page 22
Getting into the Visual Studio .Net Environment......Page 23
Creating a Custom Namespace......Page 26
Creating the Class......Page 27
Moving from Code to a Program......Page 29
Compiling Your Program......Page 30
Looking for Bugs......Page 31
Getting Input from the User......Page 32
Getting a Value with the Console.ReadLine() Method......Page 34
Incorporating a Variable in Output......Page 35
Combining String Values......Page 36
Displaying Quotation Marks......Page 37
Creating the Variables......Page 38
Writing the Output......Page 39
Finishing the Program......Page 40
Summary......Page 41
The Math Game......Page 42
The Simple Math Game......Page 43
Numeric Variable Types......Page 44
Integer Variables......Page 45
Floating-Point Variables......Page 46
Converting Variables......Page 47
The Convert Object......Page 49
The Hi Bill Game......Page 51
Condition Testing......Page 53
Multiple Conditions......Page 54
The Switch Demo Program......Page 55
Examining How Switch Statements Work......Page 56
Introducing the Die Roller......Page 57
Creating a Random Double with the .NextDouble() Method......Page 58
Getting the Values of Dice......Page 59
Creating the Variables......Page 60
Managing Addition......Page 61
Managing Multiplication and Division......Page 62
Waiting for the Carriage Return......Page 63
Summary......Page 64
Project: The Pig Latin Program......Page 65
A Closer Look at Strings......Page 66
Using the Object Browser......Page 67
Experimenting with String Methods......Page 68
Performing Common String Manipulations......Page 69
Examining The Bean Counter Program......Page 70
Examining the Behavior of the For Loop......Page 71
Varying the For Loop™s Behavior......Page 72
The Fancy Beans Program......Page 73
Counting Backwards......Page 74
Using a While Loop......Page 75
The Magic Word Program......Page 76
Writing an Effective While Loop......Page 78
T: Tool Identification......Page 80
I: Implementation......Page 81
Applying STAIR to the Pig Latin Program......Page 82
Creating the Algorithm......Page 83
Setting Up the Variables......Page 84
Dividing the Phrase into Words......Page 85
Adding Debugging Code......Page 86
Summary......Page 87
Introducing the Critter Program......Page 88
The Song Program......Page 90
Building the Main() Method......Page 91
Creating a Simple Method......Page 92
Adding a Parameter......Page 93
Returning a Value......Page 94
Creating a Main Loop......Page 95
Calling a Method......Page 96
Getting Input from the User......Page 97
Handling Exceptions......Page 98
Creating the Basic Critter......Page 99
Using a Public Instance Variable......Page 100
Adding a Method......Page 101
Creating a Property in the CritterProp Program......Page 102
Creating the Critter with a Name Property......Page 103
Using Properties as Filters......Page 105
Adding More Private Variables......Page 106
Adding the Eat() Method......Page 107
Making Changes in the Main Class......Page 108
Summary......Page 109
Introducing the Snowball Fight......Page 111
Creating a Constructor......Page 112
Adding a Constructor to the Critter Class......Page 113
Creating the CritViewer Class......Page 114
Reviewing the Static Keyword......Page 115
Examining CritViewer™s Constructor......Page 116
Working with Multiple Files......Page 117
Viewing the Improved Critter Class......Page 118
Adding Polymorphism to Your Objects......Page 119
Modifying the Critter Viewer in CritOver to Demonstrate Overloaded Constructors......Page 120
Using Inheritance to Make New Classes......Page 121
Creating a Class to View the Clone......Page 122
Improving an Existing Class......Page 123
Introducing the Glitter Critter......Page 124
Calling the Base Class™s Constructors......Page 125
Using Polymorphism to Alter a Class™s Behavior......Page 126
Creating the Snowball Fight......Page 127
Building the Fighter......Page 128
Building the Robot Fighter......Page 130
Creating the Main Menu Class......Page 132
Summary......Page 135
Introducing the Visual Critter......Page 137
Creating a Windows-Style Program with a GUI......Page 144
Thinking Like a GUI Programmer......Page 145
Creating a Graphical User Interface (GUI)......Page 146
Examining the Code of a Windows Program......Page 149
Adding New Namespaces......Page 150
Creating the Form Object......Page 152
Creating a Destructor......Page 153
Creating the Components......Page 154
Setting Up the Form......Page 155
Writing the Main() Method......Page 156
Responding to a Simple Event......Page 157
Adding an Event to the Program......Page 158
Creating an Event Handler......Page 159
Choosing a Font with Selection Controls......Page 160
Creating the User Interface......Page 161
Examining Selection Tools......Page 163
Creating Instance Variables in the Font Chooser......Page 164
Writing the AssignFont() Method......Page 165
Working with Images and Scroll Bars......Page 167
Changing an Image™s Size......Page 168
Setting Up the Picture Box......Page 169
Revisiting the Visual Critter......Page 171
Designing the Program......Page 172
Designing the Form......Page 173
Writing the Code......Page 174
Summary......Page 177
Introducing the Lunar Lander......Page 178
Introducing the Key Reader Program......Page 179
Coding the KeyPress Event......Page 181
Coding the KeyDown Event......Page 183
Animating Images......Page 185
Introducing the ImageList Control......Page 186
Setting Up an Image List......Page 187
Looking at the Image Collection......Page 188
Displaying an Image from the Image List......Page 189
Introducing the Timer Control......Page 190
Configuring the Timer......Page 191
Adding Motion......Page 192
Working with the Location Property......Page 194
Detecting Collisions between Objects......Page 196
Coding the Crasher Program......Page 198
Extracting a Rectangle from a Component......Page 199
Introducing the MsgDemo Program......Page 200
The Visual Design......Page 202
The Designer-Generated Code......Page 203
Class-Level Variables......Page 204
The timer1_Tick() Method......Page 205
The moveShip() Method......Page 206
The checkLanding() Method......Page 207
The theForm_KeyDown() Method......Page 209
The killShip() Method......Page 210
The initGame() Method......Page 211
Summary......Page 212
The Soccer Game......Page 213
Introducing Arrays......Page 214
Exploring the Counter Program......Page 215
Creating an Array of Strings......Page 217
Using the Array Demo Program to Explore Arrays......Page 218
Sorting the Array......Page 219
Designing the Soccer Game......Page 224
Solving a Subset of the Problem......Page 225
Setting Up the Shot Demo Program......Page 226
Setting Up the List Boxes......Page 227
Using a Custom Event Handler......Page 228
Kicking the Ball......Page 229
Examining the Form by Hand Program......Page 230
Adding Components in the Constructor......Page 231
Setting Up the Variables......Page 232
Setting Up the Players......Page 235
Setting Up the Opponents......Page 237
Responding to Player Clicks......Page 238
Handling Good Shots......Page 239
Setting a New Current Player......Page 240
Handling the Passage of Time......Page 241
Updating the Score......Page 244
Summary......Page 245
Viewing the Main Screen......Page 246
Loading an Adventure......Page 247
Playing an Adventure......Page 248
Creating an Adventure......Page 250
Reading and Writing Text Files......Page 251
Importing the IO Namespace......Page 252
Writing to a Stream......Page 253
Reading from a Stream......Page 254
Exploring the Menu Demo Program......Page 255
Adding a MainMenu Object......Page 256
Adding a Submenu......Page 257
Setting Up the Properties of Menu Items......Page 258
Writing Event Code for Menus......Page 259
Exploring the Dialog Demo Program......Page 260
Using the File Dialog Controls......Page 263
Responding to File Dialog Events......Page 264
Using the Font Dialog Control......Page 265
Exploring the Serialization Demo Program......Page 266
Creating the Contact Class......Page 267
Storing a Class......Page 268
Returning to the Adventure Kit Program......Page 269
Examining the Room Class......Page 270
Creating the Dungeon Class......Page 273
Writing the Game Class......Page 274
Writing the Editor Class......Page 279
Writing the MainForm Class......Page 284
Summary......Page 286
Taking a Quiz......Page 287
Investigating XML......Page 288
Defining XML......Page 289
Creating an XML Document in .NET......Page 293
Creating an XML Schema for Your Language......Page 294
Exploring the XmlNode Class......Page 295
Exploring the XmlDocument Class......Page 296
Reading an Existing XML Document......Page 297
Creating the XML Viewer Program......Page 303
Designating the Class-Level Variables......Page 308
Building the Document Structure......Page 309
Adding an Element to the Document......Page 310
Displaying the XML Code......Page 311
Examining the Quizzer Program......Page 312
Building the Main Form......Page 313
Writing the Quiz Form......Page 314
Writing the Editor Form......Page 320
Summary......Page 327
Introducing the SpyMaster Program......Page 328
Accessing the Data Server......Page 331
Accessing the Data in a Program......Page 336
Limiting Data with the SELECT Statement......Page 343
Using an Existing Database......Page 348
Adding the Capability to Display Queries......Page 349
Creating a Visual Query Builder......Page 350
Working with Relational Databases......Page 355
Improving Your Data with Normalization......Page 356
Using a Join to Connect Two Tables......Page 357
Creating a View......Page 360
Incorporating the Agent Specialty Attribute......Page 363
Creating a New Connection......Page 365
Converting a Data Set to XML......Page 369
Reading from XML to a Data Source......Page 370
Building the Main Form......Page 371
Editing the Assignments......Page 372
Editing the Specialties......Page 373
Viewing the Agents......Page 374
Editing the Agent Data......Page 375
Summary......Page 384
List of Figures......Page 385
List of Tables......Page 392
List of Sidebars......Page 393