
Begin to Code with C#
Description
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Start writing software that solves real problems, even if you have absolutely no programming experience! This friendly, easy, full-color book puts you in total control of your own learning, empowering you to build unique and useful programs. Microsoft has completely reinvented the beginning programmer's tutorial, reflecting deep research into how today's beginners learn, and why other books fall short. Begin to Code with C# is packed with innovations, from its "Snaps" prebuilt operations to its "Make Something Happen" projects. Whether you're a total beginner or you've tried before, this guide will put the power, excitement, and fun of programming where it belongs: in your hands!
Easy, friendly, and you're in control! Learn how to...
* Get the free tools you need to create modern programs
* Work with 150 sample programs that illustrate important concepts
* Use the sample programs as starting points for your own programs
* Explore exactly what happens when a program runs
* Approach program development with a professional perspective
* Use powerful productivity shortcuts built into Microsoft Visual Studio
* Master classes, interfaces, methods, and other essential concepts
* Organize programs so they're easy to construct and improve
* Capture and respond to user input
* Store and manipulate many types of real-world data
* Create interactive games that are fun to play
* Build modern interfaces your users will love
* Test and debug your code-and avoid problems in the first place
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He claims to know a lot of really good jokes, but nobody has ever heard him tell one. If you want an insight into the Wacky World (TM) of Rob Miles, you can read his blog at www.robmiles.com and follow him on Twitter via @RobMiles.
Content
Introduction
Part 1: Programming fundamentals
1 Starting out
Building a place to work
Getting the tools and demos
Using the tools
What you have learned
2 What is programming?
What makes a programmer?
Programming and party planning
Computers as data processors
Data and information
What you have learned
3 Writing programs
C# program structure
Identify resources
Start a class definition
Declare the StartProgram method
Set the title and display a message
Extra Snaps
Creating new program files
Extra Snaps
Creating your own colors
What you have learned
4 Working with data in a program
Starting with variables
Using a variable in a program
Working with numbers
Working with different types of data
Whole numbers and real numbers in programs
Extra Snaps
What you have learned
5 Making decisions in a program
Understanding the Boolean type
Using if constructions and operators
Creating blocks of statements
Creating complex conditions using logical operators
Adding comments to make a program clearer
Funfair rides and programs
Working with program assets
What you have learned
6 Repeating actions with loops
Using a loop to make a pizza picker
Performing input validation with a while loop
Using Visual Studio to follow the execution of your programs
Counting in a loop to make a times-table tutor
Using a for loop construction
Breaking out of loops
Going back to the top of a loop by using continue
Extra Snaps
What you have learned
7 Using arrays
Have an ice cream
Making an array
Multiple dimensions in arrays
Using arrays as lookup tables
What you have learned
Part 2: Advanced programming
8 Using methods to simplify programs
What makes a method?
Making a tiny contacts app
Adding IntelliSense comments to your methods
What you have learned
9 Creating structured data types
Storing music notes by using a structure
Objects and responsibilities: Making a SongNote play itself
Making a drawing program with Snaps
Creating enumerated types
Making decisions with the switch construction
Extra Snaps
What you have learned
10 Classes and references
Making a time tracker
Structures and classes
From arrays to lists
Storing data using JSON
Fetching data using XML
What you have learned
11 Making solutions with objects
Creating objects with integrity
Managing the object construction process
Saving drawings in files
What you have learned
Part 3: Making games
12 What makes a game?
Creating a video game
What you have learned
13 Creating gameplay
Creating a player-controlled paddle
Adding sound to games
Displaying text in a game
What you have learned
14 Games and object hierarchies
Games and objects: Space Rockets in Space
Designing a class hierarchy
What you have learned
15 Games and software components
Games and objects
What you have learned
System requirements
File format: PDF
Copy-Protection: Adobe-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Install the free reader Adobe Digital Editions prior to download (see eBook Help).
- Tablet/smartphone (Android; iOS): Install the free app Adobe Digital Editions or the app PocketBook before downloading (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Adobe-DRM, a „hard” copy protection. If the necessary requirements are not met, unfortunately you will not be able to open the eBook. You will therefore need to prepare your reading hardware before downloading.
Please note: We strongly recommend that you authorise using your personal Adobe ID after installation of any reading software.
For more information, see our eBook Help page.
File format: PDF
Copy protection: Watermark-DRM (Digital Rights Management)
System requirements:
- Computer (Windows; MacOS X; Linux): Use the free software Adobe Reader, Adobe Digital Editions, or any other PDF viewer of your choice (see eBook Help).
- Tablet/Smartphone (Android; iOS): Install the free app Adobe Digital Editions or another reading app for eBooks, e.g., PocketBook (see eBook Help).
- E-reader: Bookeen, Kobo, Pocketbook, Sony, Tolino and many more (only limited: Kindle).
The file format PDF always displays a book page identically on any hardware. This makes PDF suitable for complex layouts such as those used in textbooks and reference books (images, tables, columns, footnotes). Unfortunately, on the small screens of e-readers or smartphones, PDFs are rather annoying, requiring too much scrolling.
This eBook uses Watermark-DRM, a „soft” copy protection. This means that there are no technical restrictions to prevent illegal distribution. However, there is a personalised watermark embedded in the eBook that can be used to identify the purchaser of the eBook in the event of misuse and to provide evidence for legal purposes.
For more information, see our eBook Help page.