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1. Start Building with c#: Build Something Great... Fast!
Why you should learn C#
Visual Studio is your gateway to C#
Visual Studio is a tool for writing code and exploring C# Create your first project in Visual Studio Let’s build a game!
Your animal match game is a WPF app
Here’s how you’ll build your game Create a WPF project in Visual Studio
Visual Studio created a project folder full of files for you
Use XAML to design your window Design the window for your game Set the window size and title with XAML properties Add rows and columns to the XAML grid Make the rows and columns equal size Add a TextBlock control to your Grid Now you’re ready to start writing code for your game Generate a method to set up the game Finish your SetUpGame method Run your program Add your new project to source control The next step to build the game is handling mouse clicks Make your TextBlocks respond to mouse clicks Add the TextBlock_MouseDown code Make the rest of the TextBlocks call the same MouseDown event handler Finish the game by adding a timer Add a timer to your game’s code Use the debugger to troubleshoot the exception Add the rest of the code and finish the game Update your code in source control Even better if’s...
I. Unity Lab 1: Start Exploring Unity 2. Dive Into C#: Statements, Classes, and Code
Let’s take a closer look at the files for a console app
A statement performs one single action
Two classes can be in the same namespace (and file!)
The IDE helps you build your code right.
Statements are the building blocks for your apps Your programs use variables to work with data
Declare your variables Variables vary You need to assign values to variables before you use them A few useful types
Generate a new method to work with variables Add code that uses operators to your method Use the debugger to watch your variables change Use operators to work with variables if statements make decisions
if/else statements also do something if a condition isn’t true
Loops perform an action over and over
while loops keep looping statements while a condition is true do/while loops run the statements then check the condition for loops run a statement after each loop
Use code snippets help to write loops Some useful things to keep in mind about C# code Controls drive the mechanics of your user interfaces Create a WPF app to experiment with controls Add a TextBox control to your app Add C# code to update the TextBlock Add an event handler that only allows number input Add sliders to the bottom row of the grid Add C# code to make the rest of the controls work
II. Unity Lab 2: Write C# Code for Unity 3. Objects... Get Oriented! Making code make sense
If code is useful, it gets reused Some methods return a value Let’s build a program that picks some cards
string[] cards = PickSomeCards(5);
Create your PickRandomCards console app Finish your PickSomeCards method Your finished CardPicker class Ana’s working on her next game Ana’s game is evolving... ... so how can Ana make things easier for herself? Build a simple paper prototype for a classic game Up next: build a WPF version of your card picking app A StackPanel is a container that stacks other controls Reuse your CardPicker class in a new WPF app Use a Grid and StackPanel to lay out the main window Lay out your Card Picker desktop app’s window Ana’s prototypes look great... Ana can use objects to solve her problem You use a class to build an object
An object gets its methods from its class
When you create a new object from a class, it’s called an instance of that class A better solution for Ana... brought to you by objects Theory and practice An instance uses fields to keep track of things Methods are what an object does. Fields are what the object knows. Thanks for the memory What’s on your program’s mind Sometimes code can be difficult to read Extremely compact code can be especially problematic Most code doesn’t come with a manual Use intuitive class and method names Build a class to work with some guys There’s an easier way to initialize objects with C# Use the C# Interactive window to run C# code
III. Unity Lab 3: GameObject Instances 4. Types and References: Getting the Reference
Ryan is looking to improve his game
Storytelling, fantasy, and mechanics
Character sheets store different types of data on paper A variable’s type determines what kind of data it can store C# has several types for whole numbers Types for storing really HUGE and really tiny numbers Let’s talk about strings A literal is a value written directly into your code
Use suffixes to give your literals types
A variable is like a data to-go cup
Use the Convert class to explore bits and bytes
Other types come in different sizes, too 10 pounds of data in a 5-pound bag Casting lets you copy values that C# can’t automatically convert to another type
So what happened?
When you cast a value that’s too big, C# adjusts it to fit its new container C# does some conversion automatically When you call a method, the arguments need to be compatible with the types of the parameters Ryan is constantly improving his game Let’s help Ryan experiment with ability scores And now we can finally fix Ryan’s bug Use reference variables to access your objects References are like sticky notes for your objects If there aren’t any more references, your object gets garbage-collected Multiple references and their side effects Two references mean TWO variables that can change the same object’s data Objects use references to talk to each other Arrays hold multiple values
Use each element in an array like it’s a normal variable
Arrays can contain reference variables null means a reference points to nothing A Random Test Drive Welcome to Sloppy Joe’s Budget House o’ Discount Sandwiches!
IV. Unity Lab 4: User Interfaces 5. Encapsulation: Keep your privates... private
Let’s help Ryan roll for damage Create a console app to calculate damage Design the XAML for a WPF version of the damage calculator The code-behind for the WPF damage calculator Tabletop talk (or maybe... dice discussion?) Let’s try to fix that bug Use Debug.WriteLine to print diagnostic information It’s easy to accidentally misuse your objects Encapsulation means keeping some of the data in a class private Use encapsulation to control access to your class’s methods and fields But is the RealName field REALLY protected? Private fields and methods can only be accessed from instances of the same class Think of an object as a black box
Encapsulation makes your classes...
A few ideas for encapsulating classes Let’s use encapsulation to improve the SwordDamage class
Is every member of the SwordDamage class public? Are fields or methods being misused? Is there calculation required after setting a field? So what fields and methods really need to be public?
Encapsulation keeps your data safe
Let’s use encapsulation in a simple class
Write a console app to test the MachineGun class
Our class is well-encapsulated, but...
Properties make encapsulation easier
Replace the GetBullets and SetBullets methods with a property
Modify your Main method to use the Bullets property
Debug your MachineGun class to understand how the property works
Auto-implemented properties simplify your code
Use the prop snippet to create an auto-implemented property
Use a private setter to create a read-only property
Make the BulletsLoaded setter private
What if we want to change the magazine size?
But there’s a problem... how do we initialize MagazineSize?
Use a constructor with parameters to initialize properties Specify arguments when you use the new keyword A few useful facts about methods and properties Objectcross Objectcross solution
V. Unity Lab 5: Raycasting 6. Inheritance Your object’s family tree
Calculate damage for MORE weapons Use a switch statement to match several candidates One more thing... can we calculate damage for a dagger? and a mace? and a staff? and... When your classes use inheritance, you only need to write your code once Build up your class model by starting general and getting more specific How would you design a zoo simulator? Use inheritance to avoid duplicate code in subclasses Different animals make different noises
Think about what you need to override
Think about how to group the animals Create the class hierarchy Every subclass extends its base class
C# always calls the most specific method
Any place where you can use a base class, you can use one of its subclasses instead Use a colon to extend a base class We know that inheritance adds the base class fields, properties, and methods to the subclass...
...but some birds don’t fly!
A subclass can override methods to change or replace members it inherited Some members are only implemented in a subclass Use the debugger to understand how overriding works Build an app to explore virtual and override A subclass can hide methods in the superclass
Hiding methods versus overriding methods Use the new keyword when you’re hiding methods Use different references to call hidden methods
Use the override and virtual keywords to inherit behavior A subclass can access its base class using the base keyword When a base class has a constructor, your subclass needs to call it A subclass and base class can have different constructors It’s time to finish the job for Ryan When your classes overlap as little as possible, that’s an important design principle called separation of concerns
Use the debugger to really understand how these classes work
Build a beehive management system The beehive management system class model The UI: add the XAML for the main window The Queen class: how she manages the worker bees Feedback drives your Beehive Management game
Workers and honey are in a feedback loop
Your game is turn-based... now let’s convert it to a real-time game Some classes should never be instantiated An abstract class is an intentionally incomplete class Like we said, some classes should never be instantiated
Solution: use an abstract class
An abstract method doesn’t have a body Abstract properties work just like abstract methods The Deadly Diamond of Death
VI. Unity Lab 6: Scene Navigation 7. Interfaces, Casting, and “is” Making Classes keep their Promises
The beehive is under attack!
So we need a DefendHive method, because enemies can attack at any time We can use casting to call the DefendHive method... ... but what if we add more Bee subclasses that can defend? An interface defines methods and properties that a class must implement... ... but there’s no limit on interfaces that a class can implement Interfaces let unrelated classes do the same job Get a little practice using interfaces
You can’t instantiate an interface, but you can reference an interface
If you try to instantiate an interface, your code won’t build... ...but use the interface to reference an object you already have
Interface references are ordinary object references The RoboBee 4000 can do a worker bee’s job without using valuable honey The IWorker’s Job propert y is a hack Use “is” to check the t ype of an object Use the “is” keyword to access methods in a subclass What if we want different animals to swim or hunt in packs? Use interfaces to you work with classes that do the same job
Use the is keyword to check if the Animal is a swimmer or pack hunter
C# helps you safely navigate your class hierarchy C# has another tool for safe type conversion: the as keyword Use upcasting and downcasting to move up and down a class hierarchy A CoffeeMaker is also an Appliance Upcasting turns your CoffeeMaker into an Appliance Downcasting turns your Appliance back into a CoffeeMaker Upcasting and downcasting work with interfaces, too Interfaces can inherit from other interfaces Interfaces static members work exactly like in classes Default implementations give bodies to interface methods Add a ScareAdults method with a default implementation Data binding updates WPF controls automatically Modify the beehive management system to use data binding Polymorphism means that one object can take many different forms
Keep your eyes open for polymorphism! The four core principles of object-oriented programming
OOPcross OOPcross Solution
8. Enums and Collections Organizing your data
Strings don’t always work for storing categories of data Enums let you work with a set of valid values
An enum defines a new type
Enums let you represent numbers with names We could use an array to create a deck of cards…
…but what if you wanted to do more?
Arrays can be annoying to work with Lists make it easy to store collections of… anything Lists are more flexible than arrays Let’s build an app to store shoes Generic collections can store any type
Generic lists are declared using <angle brackets>
Code Magnets Code Magnets Solution Collection initializers are similar to object initializers Let’s create a List of Ducks
Here’s the initializer for your List of Ducks
Lists are easy, but SORTING can be tricky
Lists know how to sort themselves
IComparable<Duck> helps your list sort its ducks
An object’s CompareTo method compares it to another object
Use IComparer to tell your List how to sort
Add an IComparer to your project
Create an instance of your comparer object
Multiple IComparer implementations, multiple ways to sort your objects
Comparers can do complex comparisons Overriding a ToString method lets an object describe itself Override the ToString method to see your Ducks in the IDE Update your foreach loops to let your Ducks and Cards print themselves
Add a ToString method to your Card object, too
You can upcast an entire list using IEnumerable<T> Use a Dictionary to store keys and values The Dictionary functionalit y rundown Your key and value can be different types Build a program that uses a dictionary And yet MORE collection t ypes… Generic .NET collections implement IEnumerable A queue is FIFO—First In, First Out A stack is LIFO—Last In, First Out Let’s build an app to work with decks of cards Add a Deck class to hold the cards
Create a Deck that extends Obser vableCollection Add a Window.Resources with t wo instances of the Deck class
Use Visual Studio to set up data binding
9. LINQ and Lambdas Get Control of your data
Jimmy’s a Captain Amazing super-fan... …but his collection’s all over the place Use LINQ to query your collections LINQ works with any IEnumerable<T>
LINQ methods enumerate your sequences
LINQ works with objects LINQ’s query syntax Anatomy of a query The var keyword lets C# figure out variable t ypes for you When you use var, C# figures out the variable’s type automatically LINQ magnets LINQ Magnets Solution LINQ is versatile LINQ queries aren’t run until you access their results Use a group query to separate your sequence into groups Anatomy of a group query Use join queries to merge data from t wo sequences Use the new keyword to create anonymous types Unit tests help you make sure your code works
Visual Studio for Windows has the Test Explorer window Visual Studio for Mac has the Unit Test pad
Add a unit test project to your solutionAdd Write your first unit test Write a unit test for the GetReviews method Write unit tests to handle edge cases and weird data Use the => operator to create lambda expressions A Lambda Test Drive Refactor a clown with lambdas Use the ?: operator to make your lambdas make choices Lambda expressions and LINQ Use lambda expressions with methods that take a Func parameter LINQ queries can be written as chained LINQ methods
The OrderBy LINQ method sorts a sequence The Where LINQ method pulls out a subset of a sequence
Use the => operator to create switch expressions Explore the Enumerable class
Enumerable.Empty creates an empty sequence of any type Enumerable.Repeat repeats a value a number of times So what exactly is an IEnumerable<T>?
Create an enumerable sequence by hand Use yield return to create your own sequences Use the debugger to explore yield return Use yield return to refactor ManualSportSequence
Add an indexer to BetterSportSequence
Collectioncross Collectioncross solution
10. Reading and writing files Save the last byte for me!
.NET uses streams to read and write data Different streams read and write different things
Things you can do with a stream:
A FileStream reads and writes bytes to a file Write text to a file in three simple steps The Swindler launches another diabolical plan StreamWriter Magnets StreamWriter Magnets Solution Use a StreamReader to read a file Data can go through more than one stream Pool Puzzle Pool Puzzle Solution Use the File and Directory classes to work with files and directories IDisposable makes sure objects are closed properly
Use the IDE to explore IDisposable
Avoid filesystem errors with using statements
Use multiple using statements for multiple objects
What happens to an object when it’s serialized? But what exactly IS an object’s state? What needs to be saved? When an object is serialized, all of the objects it refers to get serialized, too… Use JsonSerialization to serialize your objects JSON only includes data, not specific C# types C# strings are encoded with Unicode Visual Studio works really well with Unicode .NET uses Unicode to store characters and text C# can use byte arrays to move data around Use a BinaryWriter to write binary data Use BinaryReader to read the data back in A hex dump lets you see the bytes in your files How to make a hex dump of some plain text Use SteamReader to build a simple hex dumper Use Stream.Read to read bytes from a stream Modify your hex dumper to use command-line arguments
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