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basic
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tr-tr/csharp-tr.html.markdown
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tr-tr/csharp-tr.html.markdown
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---
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language: c#
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contributors:
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- ["Irfan Charania", "https://github.com/irfancharania"]
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- ["Max Yankov", "https://github.com/golergka"]
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- ["Melvyn Laïly", "http://x2a.yt"]
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- ["Shaun McCarthy", "http://www.shaunmccarthy.com"]
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- ["Melih Mucuk", "http://melihmucuk.com"]
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filename: LearnCSharp.cs
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---
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C# zarif ve tip güvenli nesne yönelimli bir dil olup geliştiricilerin .NET framework üzerinde çalışan güçlü ve güvenli uygulamalar geliştirmesini sağlar.
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[Daha fazlasını okuyun.](http://msdn.microsoft.com/en-us/library/vstudio/z1zx9t92.aspx)
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```c#
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// Tek satırlık yorumlar // ile başlar
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/*
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Birden fazla satırlı yorumlar buna benzer
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||||
*/
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/// <summary>
|
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/// Bu bir XML dokümantasyon yorumu
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/// </summary>
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// Uygulamanın kullanacağı ad alanlarını belirtin
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using System;
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using System.Collections.Generic;
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using System.Data.Entity;
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using System.Dynamic;
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using System.Linq;
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using System.Linq.Expressions;
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using System.Net;
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using System.Threading.Tasks;
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using System.IO;
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// Kodu düzenlemek için paketler içinde alan tanımlayın
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namespace Learning
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{
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// Her .cs dosyası, dosya ile aynı isimde en az bir sınıf içermeli
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// bu kurala uymak zorunda değilsiniz ancak mantıklı olan yol budur.
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public class LearnCSharp
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{
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// TEMEL SÖZ DİZİMİ - daha önce Java ya da C++ kullandıysanız İLGİNÇ ÖZELLİKLER'e geçin
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public static void Syntax()
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{
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// Satırları yazdırmak için Console.WriteLine kullanın
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Console.WriteLine("Merhaba Dünya");
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Console.WriteLine(
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"Integer: " + 10 +
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" Double: " + 3.14 +
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" Boolean: " + true);
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// Yeni satıra geçmeden yazdırmak için Console.Write kullanın
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Console.Write("Merhaba ");
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Console.Write("Dünya");
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///////////////////////////////////////////////////
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// Tipler & Değişkenler
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//
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// Bir değişken tanımlamak için <tip> <isim> kullanın
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///////////////////////////////////////////////////
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|
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// Sbyte - Signed 8-bit integer
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// (-128 <= sbyte <= 127)
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sbyte fooSbyte = 100;
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// Byte - Unsigned 8-bit integer
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// (0 <= byte <= 255)
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byte fooByte = 100;
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// Short - 16-bit integer
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// Signed - (-32,768 <= short <= 32,767)
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// Unsigned - (0 <= ushort <= 65,535)
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short fooShort = 10000;
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ushort fooUshort = 10000;
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// Integer - 32-bit integer
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int fooInt = 1; // (-2,147,483,648 <= int <= 2,147,483,647)
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uint fooUint = 1; // (0 <= uint <= 4,294,967,295)
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// Long - 64-bit integer
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long fooLong = 100000L; // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807)
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ulong fooUlong = 100000L; // (0 <= ulong <= 18,446,744,073,709,551,615)
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// Numbers default to being int or uint depending on size.
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// L is used to denote that this variable value is of type long or ulong
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// Double - Double-precision 64-bit IEEE 754 Floating Point
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double fooDouble = 123.4; // Precision: 15-16 digits
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// Float - Single-precision 32-bit IEEE 754 Floating Point
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float fooFloat = 234.5f; // Precision: 7 digits
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// f is used to denote that this variable value is of type float
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|
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// Decimal - a 128-bits data type, with more precision than other floating-point types,
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// suited for financial and monetary calculations
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decimal fooDecimal = 150.3m;
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|
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// Boolean - true & false
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bool fooBoolean = true; // or false
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// Char - A single 16-bit Unicode character
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char fooChar = 'A';
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|
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// Strings -- unlike the previous base types which are all value types,
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// a string is a reference type. That is, you can set it to null
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string fooString = "\"escape\" quotes and add \n (new lines) and \t (tabs)";
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Console.WriteLine(fooString);
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|
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// You can access each character of the string with an indexer:
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char charFromString = fooString[1]; // => 'e'
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// Strings are immutable: you can't do fooString[1] = 'X';
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|
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// Compare strings with current culture, ignoring case
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string.Compare(fooString, "x", StringComparison.CurrentCultureIgnoreCase);
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|
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// Formatting, based on sprintf
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string fooFs = string.Format("Check Check, {0} {1}, {0} {1:0.0}", 1, 2);
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|
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// Dates & Formatting
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DateTime fooDate = DateTime.Now;
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Console.WriteLine(fooDate.ToString("hh:mm, dd MMM yyyy"));
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|
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// You can split a string over two lines with the @ symbol. To escape " use ""
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string bazString = @"Here's some stuff
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on a new line! ""Wow!"", the masses cried";
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|
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// Use const or read-only to make a variable immutable
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// const values are calculated at compile time
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const int HOURS_I_WORK_PER_WEEK = 9001;
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|
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///////////////////////////////////////////////////
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// Data Structures
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///////////////////////////////////////////////////
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|
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// Arrays - zero indexed
|
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// The array size must be decided upon declaration
|
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// The format for declaring an array is follows:
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// <datatype>[] <var name> = new <datatype>[<array size>];
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int[] intArray = new int[10];
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// Another way to declare & initialize an array
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int[] y = { 9000, 1000, 1337 };
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// Indexing an array - Accessing an element
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Console.WriteLine("intArray @ 0: " + intArray[0]);
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// Arrays are mutable.
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intArray[1] = 1;
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// Lists
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// Lists are used more frequently than arrays as they are more flexible
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// The format for declaring a list is follows:
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// List<datatype> <var name> = new List<datatype>();
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List<int> intList = new List<int>();
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List<string> stringList = new List<string>();
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List<int> z = new List<int> { 9000, 1000, 1337 }; // intialize
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// The <> are for generics - Check out the cool stuff section
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// Lists don't default to a value;
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// A value must be added before accessing the index
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intList.Add(1);
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Console.WriteLine("intList @ 0: " + intList[0]);
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// Others data structures to check out:
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// Stack/Queue
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// Dictionary (an implementation of a hash map)
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// HashSet
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// Read-only Collections
|
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// Tuple (.Net 4+)
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|
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///////////////////////////////////////
|
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// Operators
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///////////////////////////////////////
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Console.WriteLine("\n->Operators");
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int i1 = 1, i2 = 2; // Shorthand for multiple declarations
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|
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// Arithmetic is straightforward
|
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Console.WriteLine(i1 + i2 - i1 * 3 / 7); // => 3
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// Modulo
|
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Console.WriteLine("11%3 = " + (11 % 3)); // => 2
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// Comparison operators
|
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Console.WriteLine("3 == 2? " + (3 == 2)); // => false
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Console.WriteLine("3 != 2? " + (3 != 2)); // => true
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Console.WriteLine("3 > 2? " + (3 > 2)); // => true
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Console.WriteLine("3 < 2? " + (3 < 2)); // => false
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Console.WriteLine("2 <= 2? " + (2 <= 2)); // => true
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Console.WriteLine("2 >= 2? " + (2 >= 2)); // => true
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// Bitwise operators!
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/*
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~ Unary bitwise complement
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<< Signed left shift
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>> Signed right shift
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& Bitwise AND
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^ Bitwise exclusive OR
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| Bitwise inclusive OR
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*/
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|
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// Incrementations
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int i = 0;
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Console.WriteLine("\n->Inc/Dec-rementation");
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Console.WriteLine(i++); //i = 1. Post-Incrementation
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Console.WriteLine(++i); //i = 2. Pre-Incrementation
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Console.WriteLine(i--); //i = 1. Post-Decrementation
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Console.WriteLine(--i); //i = 0. Pre-Decrementation
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///////////////////////////////////////
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// Control Structures
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///////////////////////////////////////
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Console.WriteLine("\n->Control Structures");
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|
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// If statements are c-like
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int j = 10;
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if (j == 10)
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{
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Console.WriteLine("I get printed");
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}
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else if (j > 10)
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||||
{
|
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Console.WriteLine("I don't");
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}
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||||
else
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{
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Console.WriteLine("I also don't");
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}
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|
||||
// Ternary operators
|
||||
// A simple if/else can be written as follows
|
||||
// <condition> ? <true> : <false>
|
||||
string isTrue = (true) ? "True" : "False";
|
||||
|
||||
// While loop
|
||||
int fooWhile = 0;
|
||||
while (fooWhile < 100)
|
||||
{
|
||||
//Iterated 100 times, fooWhile 0->99
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||||
fooWhile++;
|
||||
}
|
||||
|
||||
// Do While Loop
|
||||
int fooDoWhile = 0;
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||||
do
|
||||
{
|
||||
//Iterated 100 times, fooDoWhile 0->99
|
||||
fooDoWhile++;
|
||||
} while (fooDoWhile < 100);
|
||||
|
||||
//for loop structure => for(<start_statement>; <conditional>; <step>)
|
||||
for (int fooFor = 0; fooFor < 10; fooFor++)
|
||||
{
|
||||
//Iterated 10 times, fooFor 0->9
|
||||
}
|
||||
|
||||
// For Each Loop
|
||||
// foreach loop structure => foreach(<iteratorType> <iteratorName> in <enumerable>)
|
||||
// The foreach loop loops over any object implementing IEnumerable or IEnumerable<T>
|
||||
// All the collection types (Array, List, Dictionary...) in the .Net framework
|
||||
// implement one or both of these interfaces.
|
||||
// (The ToCharArray() could be removed, because a string also implements IEnumerable)
|
||||
foreach (char character in "Hello World".ToCharArray())
|
||||
{
|
||||
//Iterated over all the characters in the string
|
||||
}
|
||||
|
||||
// Switch Case
|
||||
// A switch works with the byte, short, char, and int data types.
|
||||
// It also works with enumerated types (discussed in Enum Types),
|
||||
// the String class, and a few special classes that wrap
|
||||
// primitive types: Character, Byte, Short, and Integer.
|
||||
int month = 3;
|
||||
string monthString;
|
||||
switch (month)
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||||
{
|
||||
case 1:
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||||
monthString = "January";
|
||||
break;
|
||||
case 2:
|
||||
monthString = "February";
|
||||
break;
|
||||
case 3:
|
||||
monthString = "March";
|
||||
break;
|
||||
// You can assign more than one case to an action
|
||||
// But you can't add an action without a break before another case
|
||||
// (if you want to do this, you would have to explicitly add a goto case x
|
||||
case 6:
|
||||
case 7:
|
||||
case 8:
|
||||
monthString = "Summer time!!";
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||||
break;
|
||||
default:
|
||||
monthString = "Some other month";
|
||||
break;
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
// Converting Data Types And Typecasting
|
||||
///////////////////////////////////////
|
||||
|
||||
// Converting data
|
||||
|
||||
// Convert String To Integer
|
||||
// this will throw an Exception on failure
|
||||
int.Parse("123");//returns an integer version of "123"
|
||||
|
||||
// try parse will default to type default on failure
|
||||
// in this case: 0
|
||||
int tryInt;
|
||||
if (int.TryParse("123", out tryInt)) // Function is boolean
|
||||
Console.WriteLine(tryInt); // 123
|
||||
|
||||
// Convert Integer To String
|
||||
// Convert class has a number of methods to facilitate conversions
|
||||
Convert.ToString(123);
|
||||
// or
|
||||
tryInt.ToString();
|
||||
}
|
||||
|
||||
///////////////////////////////////////
|
||||
// CLASSES - see definitions at end of file
|
||||
///////////////////////////////////////
|
||||
public static void Classes()
|
||||
{
|
||||
// See Declaration of objects at end of file
|
||||
|
||||
// Use new to instantiate a class
|
||||
Bicycle trek = new Bicycle();
|
||||
|
||||
// Call object methods
|
||||
trek.SpeedUp(3); // You should always use setter and getter methods
|
||||
trek.Cadence = 100;
|
||||
|
||||
// ToString is a convention to display the value of this Object.
|
||||
Console.WriteLine("trek info: " + trek.Info());
|
||||
|
||||
// Instantiate a new Penny Farthing
|
||||
PennyFarthing funbike = new PennyFarthing(1, 10);
|
||||
Console.WriteLine("funbike info: " + funbike.Info());
|
||||
|
||||
Console.Read();
|
||||
} // End main method
|
||||
|
||||
// CONSOLE ENTRY A console application must have a main method as an entry point
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
OtherInterestingFeatures();
|
||||
}
|
||||
|
||||
//
|
||||
// INTERESTING FEATURES
|
||||
//
|
||||
|
||||
// DEFAULT METHOD SIGNATURES
|
||||
|
||||
public // Visibility
|
||||
static // Allows for direct call on class without object
|
||||
int // Return Type,
|
||||
MethodSignatures(
|
||||
int maxCount, // First variable, expects an int
|
||||
int count = 0, // will default the value to 0 if not passed in
|
||||
int another = 3,
|
||||
params string[] otherParams // captures all other parameters passed to method
|
||||
)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Methods can have the same name, as long as the signature is unique
|
||||
public static void MethodSignatures(string maxCount)
|
||||
{
|
||||
}
|
||||
|
||||
// GENERICS
|
||||
// The classes for TKey and TValue is specified by the user calling this function.
|
||||
// This method emulates the SetDefault of Python
|
||||
public static TValue SetDefault<TKey, TValue>(
|
||||
IDictionary<TKey, TValue> dictionary,
|
||||
TKey key,
|
||||
TValue defaultItem)
|
||||
{
|
||||
TValue result;
|
||||
if (!dictionary.TryGetValue(key, out result))
|
||||
return dictionary[key] = defaultItem;
|
||||
return result;
|
||||
}
|
||||
|
||||
// You can narrow down the objects that are passed in
|
||||
public static void IterateAndPrint<T>(T toPrint) where T: IEnumerable<int>
|
||||
{
|
||||
// We can iterate, since T is a IEnumerable
|
||||
foreach (var item in toPrint)
|
||||
// Item is an int
|
||||
Console.WriteLine(item.ToString());
|
||||
}
|
||||
|
||||
public static void OtherInterestingFeatures()
|
||||
{
|
||||
// OPTIONAL PARAMETERS
|
||||
MethodSignatures(3, 1, 3, "Some", "Extra", "Strings");
|
||||
MethodSignatures(3, another: 3); // explicity set a parameter, skipping optional ones
|
||||
|
||||
// EXTENSION METHODS
|
||||
int i = 3;
|
||||
i.Print(); // Defined below
|
||||
|
||||
// NULLABLE TYPES - great for database interaction / return values
|
||||
// any value type (i.e. not a class) can be made nullable by suffixing a ?
|
||||
// <type>? <var name> = <value>
|
||||
int? nullable = null; // short hand for Nullable<int>
|
||||
Console.WriteLine("Nullable variable: " + nullable);
|
||||
bool hasValue = nullable.HasValue; // true if not null
|
||||
|
||||
// ?? is syntactic sugar for specifying default value (coalesce)
|
||||
// in case variable is null
|
||||
int notNullable = nullable ?? 0; // 0
|
||||
|
||||
// IMPLICITLY TYPED VARIABLES - you can let the compiler work out what the type is:
|
||||
var magic = "magic is a string, at compile time, so you still get type safety";
|
||||
// magic = 9; will not work as magic is a string, not an int
|
||||
|
||||
// GENERICS
|
||||
//
|
||||
var phonebook = new Dictionary<string, string>() {
|
||||
{"Sarah", "212 555 5555"} // Add some entries to the phone book
|
||||
};
|
||||
|
||||
// Calling SETDEFAULT defined as a generic above
|
||||
Console.WriteLine(SetDefault<string,string>(phonebook, "Shaun", "No Phone")); // No Phone
|
||||
// nb, you don't need to specify the TKey and TValue since they can be
|
||||
// derived implicitly
|
||||
Console.WriteLine(SetDefault(phonebook, "Sarah", "No Phone")); // 212 555 5555
|
||||
|
||||
// LAMBDA EXPRESSIONS - allow you to write code in line
|
||||
Func<int, int> square = (x) => x * x; // Last T item is the return value
|
||||
Console.WriteLine(square(3)); // 9
|
||||
|
||||
// DISPOSABLE RESOURCES MANAGEMENT - let you handle unmanaged resources easily.
|
||||
// Most of objects that access unmanaged resources (file handle, device contexts, etc.)
|
||||
// implement the IDisposable interface. The using statement takes care of
|
||||
// cleaning those IDisposable objects for you.
|
||||
using (StreamWriter writer = new StreamWriter("log.txt"))
|
||||
{
|
||||
writer.WriteLine("Nothing suspicious here");
|
||||
// At the end of scope, resources will be released.
|
||||
// Even if an exception is thrown.
|
||||
}
|
||||
|
||||
// PARALLEL FRAMEWORK
|
||||
// http://blogs.msdn.com/b/csharpfaq/archive/2010/06/01/parallel-programming-in-net-framework-4-getting-started.aspx
|
||||
var websites = new string[] {
|
||||
"http://www.google.com", "http://www.reddit.com",
|
||||
"http://www.shaunmccarthy.com"
|
||||
};
|
||||
var responses = new Dictionary<string, string>();
|
||||
|
||||
// Will spin up separate threads for each request, and join on them
|
||||
// before going to the next step!
|
||||
Parallel.ForEach(websites,
|
||||
new ParallelOptions() {MaxDegreeOfParallelism = 3}, // max of 3 threads
|
||||
website =>
|
||||
{
|
||||
// Do something that takes a long time on the file
|
||||
using (var r = WebRequest.Create(new Uri(website)).GetResponse())
|
||||
{
|
||||
responses[website] = r.ContentType;
|
||||
}
|
||||
});
|
||||
|
||||
// This won't happen till after all requests have been completed
|
||||
foreach (var key in responses.Keys)
|
||||
Console.WriteLine("{0}:{1}", key, responses[key]);
|
||||
|
||||
// DYNAMIC OBJECTS (great for working with other languages)
|
||||
dynamic student = new ExpandoObject();
|
||||
student.FirstName = "First Name"; // No need to define class first!
|
||||
|
||||
// You can even add methods (returns a string, and takes in a string)
|
||||
student.Introduce = new Func<string, string>(
|
||||
(introduceTo) => string.Format("Hey {0}, this is {1}", student.FirstName, introduceTo));
|
||||
Console.WriteLine(student.Introduce("Beth"));
|
||||
|
||||
// IQUERYABLE<T> - almost all collections implement this, which gives you a lot of
|
||||
// very useful Map / Filter / Reduce style methods
|
||||
var bikes = new List<Bicycle>();
|
||||
bikes.Sort(); // Sorts the array
|
||||
bikes.Sort((b1, b2) => b1.Wheels.CompareTo(b2.Wheels)); // Sorts based on wheels
|
||||
var result = bikes
|
||||
.Where(b => b.Wheels > 3) // Filters - chainable (returns IQueryable of previous type)
|
||||
.Where(b => b.IsBroken && b.HasTassles)
|
||||
.Select(b => b.ToString()); // Map - we only this selects, so result is a IQueryable<string>
|
||||
|
||||
var sum = bikes.Sum(b => b.Wheels); // Reduce - sums all the wheels in the collection
|
||||
|
||||
// Create a list of IMPLICIT objects based on some parameters of the bike
|
||||
var bikeSummaries = bikes.Select(b=>new { Name = b.Name, IsAwesome = !b.IsBroken && b.HasTassles });
|
||||
// Hard to show here, but you get type ahead completion since the compiler can implicitly work
|
||||
// out the types above!
|
||||
foreach (var bikeSummary in bikeSummaries.Where(b => b.IsAwesome))
|
||||
Console.WriteLine(bikeSummary.Name);
|
||||
|
||||
// ASPARALLEL
|
||||
// And this is where things get wicked - combines linq and parallel operations
|
||||
var threeWheelers = bikes.AsParallel().Where(b => b.Wheels == 3).Select(b => b.Name);
|
||||
// this will happen in parallel! Threads will automagically be spun up and the
|
||||
// results divvied amongst them! Amazing for large datasets when you have lots of
|
||||
// cores
|
||||
|
||||
// LINQ - maps a store to IQueryable<T> objects, with delayed execution
|
||||
// e.g. LinqToSql - maps to a database, LinqToXml maps to an xml document
|
||||
var db = new BikeRepository();
|
||||
|
||||
// execution is delayed, which is great when querying a database
|
||||
var filter = db.Bikes.Where(b => b.HasTassles); // no query run
|
||||
if (42 > 6) // You can keep adding filters, even conditionally - great for "advanced search" functionality
|
||||
filter = filter.Where(b => b.IsBroken); // no query run
|
||||
|
||||
var query = filter
|
||||
.OrderBy(b => b.Wheels)
|
||||
.ThenBy(b => b.Name)
|
||||
.Select(b => b.Name); // still no query run
|
||||
|
||||
// Now the query runs, but opens a reader, so only populates are you iterate through
|
||||
foreach (string bike in query)
|
||||
Console.WriteLine(result);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
} // End LearnCSharp class
|
||||
|
||||
// You can include other classes in a .cs file
|
||||
|
||||
public static class Extensions
|
||||
{
|
||||
// EXTENSION FUNCTIONS
|
||||
public static void Print(this object obj)
|
||||
{
|
||||
Console.WriteLine(obj.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
// Class Declaration Syntax:
|
||||
// <public/private/protected/internal> class <class name>{
|
||||
// //data fields, constructors, functions all inside.
|
||||
// //functions are called as methods in Java.
|
||||
// }
|
||||
|
||||
public class Bicycle
|
||||
{
|
||||
// Bicycle's Fields/Variables
|
||||
public int Cadence // Public: Can be accessed from anywhere
|
||||
{
|
||||
get // get - define a method to retrieve the property
|
||||
{
|
||||
return _cadence;
|
||||
}
|
||||
set // set - define a method to set a proprety
|
||||
{
|
||||
_cadence = value; // Value is the value passed in to the setter
|
||||
}
|
||||
}
|
||||
private int _cadence;
|
||||
|
||||
protected virtual int Gear // Protected: Accessible from the class and subclasses
|
||||
{
|
||||
get; // creates an auto property so you don't need a member field
|
||||
set;
|
||||
}
|
||||
|
||||
internal int Wheels // Internal: Accessible from within the assembly
|
||||
{
|
||||
get;
|
||||
private set; // You can set modifiers on the get/set methods
|
||||
}
|
||||
|
||||
int _speed; // Everything is private by default: Only accessible from within this class.
|
||||
// can also use keyword private
|
||||
public string Name { get; set; }
|
||||
|
||||
// Enum is a value type that consists of a set of named constants
|
||||
// It is really just mapping a name to a value (an int, unless specified otherwise).
|
||||
// The approved types for an enum are byte, sbyte, short, ushort, int, uint, long, or ulong.
|
||||
// An enum can't contain the same value twice.
|
||||
public enum BikeBrand
|
||||
{
|
||||
AIST,
|
||||
BMC,
|
||||
Electra = 42, //you can explicitly set a value to a name
|
||||
Gitane // 43
|
||||
}
|
||||
// We defined this type inside a Bicycle class, so it is a nested type
|
||||
// Code outside of this class should reference this type as Bicycle.Brand
|
||||
|
||||
public BikeBrand Brand; // After declaring an enum type, we can declare the field of this type
|
||||
|
||||
// Static members belong to the type itself rather then specific object.
|
||||
// You can access them without a reference to any object:
|
||||
// Console.WriteLine("Bicycles created: " + Bicycle.bicyclesCreated);
|
||||
static public int BicyclesCreated = 0;
|
||||
|
||||
// readonly values are set at run time
|
||||
// they can only be assigned upon declaration or in a constructor
|
||||
readonly bool _hasCardsInSpokes = false; // read-only private
|
||||
|
||||
// Constructors are a way of creating classes
|
||||
// This is a default constructor
|
||||
public Bicycle()
|
||||
{
|
||||
this.Gear = 1; // you can access members of the object with the keyword this
|
||||
Cadence = 50; // but you don't always need it
|
||||
_speed = 5;
|
||||
Name = "Bontrager";
|
||||
Brand = BikeBrand.AIST;
|
||||
BicyclesCreated++;
|
||||
}
|
||||
|
||||
// This is a specified constructor (it contains arguments)
|
||||
public Bicycle(int startCadence, int startSpeed, int startGear,
|
||||
string name, bool hasCardsInSpokes, BikeBrand brand)
|
||||
: base() // calls base first
|
||||
{
|
||||
Gear = startGear;
|
||||
Cadence = startCadence;
|
||||
_speed = startSpeed;
|
||||
Name = name;
|
||||
_hasCardsInSpokes = hasCardsInSpokes;
|
||||
Brand = brand;
|
||||
}
|
||||
|
||||
// Constructors can be chained
|
||||
public Bicycle(int startCadence, int startSpeed, BikeBrand brand) :
|
||||
this(startCadence, startSpeed, 0, "big wheels", true, brand)
|
||||
{
|
||||
}
|
||||
|
||||
// Function Syntax:
|
||||
// <public/private/protected> <return type> <function name>(<args>)
|
||||
|
||||
// classes can implement getters and setters for their fields
|
||||
// or they can implement properties (this is the preferred way in C#)
|
||||
|
||||
// Method parameters can have default values.
|
||||
// In this case, methods can be called with these parameters omitted
|
||||
public void SpeedUp(int increment = 1)
|
||||
{
|
||||
_speed += increment;
|
||||
}
|
||||
|
||||
public void SlowDown(int decrement = 1)
|
||||
{
|
||||
_speed -= decrement;
|
||||
}
|
||||
|
||||
// properties get/set values
|
||||
// when only data needs to be accessed, consider using properties.
|
||||
// properties may have either get or set, or both
|
||||
private bool _hasTassles; // private variable
|
||||
public bool HasTassles // public accessor
|
||||
{
|
||||
get { return _hasTassles; }
|
||||
set { _hasTassles = value; }
|
||||
}
|
||||
|
||||
// You can also define an automatic property in one line
|
||||
// this syntax will create a backing field automatically.
|
||||
// You can set an access modifier on either the getter or the setter (or both)
|
||||
// to restrict its access:
|
||||
public bool IsBroken { get; private set; }
|
||||
|
||||
// Properties can be auto-implemented
|
||||
public int FrameSize
|
||||
{
|
||||
get;
|
||||
// you are able to specify access modifiers for either get or set
|
||||
// this means only Bicycle class can call set on Framesize
|
||||
private set;
|
||||
}
|
||||
|
||||
// It's also possible to define custom Indexers on objects.
|
||||
// All though this is not entirely useful in this example, you
|
||||
// could do bicycle[0] which yields "chris" to get the first passenger or
|
||||
// bicycle[1] = "lisa" to set the passenger. (of this apparent quattrocycle)
|
||||
private string[] passengers = { "chris", "phil", "darren", "regina" }
|
||||
|
||||
public string this[int i]
|
||||
{
|
||||
get {
|
||||
return passengers[i];
|
||||
}
|
||||
|
||||
set {
|
||||
return passengers[i] = value;
|
||||
}
|
||||
}
|
||||
|
||||
//Method to display the attribute values of this Object.
|
||||
public virtual string Info()
|
||||
{
|
||||
return "Gear: " + Gear +
|
||||
" Cadence: " + Cadence +
|
||||
" Speed: " + _speed +
|
||||
" Name: " + Name +
|
||||
" Cards in Spokes: " + (_hasCardsInSpokes ? "yes" : "no") +
|
||||
"\n------------------------------\n"
|
||||
;
|
||||
}
|
||||
|
||||
// Methods can also be static. It can be useful for helper methods
|
||||
public static bool DidWeCreateEnoughBycles()
|
||||
{
|
||||
// Within a static method, we only can reference static class members
|
||||
return BicyclesCreated > 9000;
|
||||
} // If your class only needs static members, consider marking the class itself as static.
|
||||
|
||||
|
||||
} // end class Bicycle
|
||||
|
||||
// PennyFarthing is a subclass of Bicycle
|
||||
class PennyFarthing : Bicycle
|
||||
{
|
||||
// (Penny Farthings are those bicycles with the big front wheel.
|
||||
// They have no gears.)
|
||||
|
||||
// calling parent constructor
|
||||
public PennyFarthing(int startCadence, int startSpeed) :
|
||||
base(startCadence, startSpeed, 0, "PennyFarthing", true, BikeBrand.Electra)
|
||||
{
|
||||
}
|
||||
|
||||
protected override int Gear
|
||||
{
|
||||
get
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
set
|
||||
{
|
||||
throw new ArgumentException("You can't change gears on a PennyFarthing");
|
||||
}
|
||||
}
|
||||
|
||||
public override string Info()
|
||||
{
|
||||
string result = "PennyFarthing bicycle ";
|
||||
result += base.ToString(); // Calling the base version of the method
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
// Interfaces only contain signatures of the members, without the implementation.
|
||||
interface IJumpable
|
||||
{
|
||||
void Jump(int meters); // all interface members are implicitly public
|
||||
}
|
||||
|
||||
interface IBreakable
|
||||
{
|
||||
bool Broken { get; } // interfaces can contain properties as well as methods & events
|
||||
}
|
||||
|
||||
// Class can inherit only one other class, but can implement any amount of interfaces
|
||||
class MountainBike : Bicycle, IJumpable, IBreakable
|
||||
{
|
||||
int damage = 0;
|
||||
|
||||
public void Jump(int meters)
|
||||
{
|
||||
damage += meters;
|
||||
}
|
||||
|
||||
public bool Broken
|
||||
{
|
||||
get
|
||||
{
|
||||
return damage > 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Used to connect to DB for LinqToSql example.
|
||||
/// EntityFramework Code First is awesome (similar to Ruby's ActiveRecord, but bidirectional)
|
||||
/// http://msdn.microsoft.com/en-us/data/jj193542.aspx
|
||||
/// </summary>
|
||||
public class BikeRepository : DbSet
|
||||
{
|
||||
public BikeRepository()
|
||||
: base()
|
||||
{
|
||||
}
|
||||
|
||||
public DbSet<Bicycle> Bikes { get; set; }
|
||||
}
|
||||
} // End Namespace
|
||||
```
|
||||
|
||||
## Topics Not Covered
|
||||
|
||||
* Flags
|
||||
* Attributes
|
||||
* Static properties
|
||||
* Exceptions, Abstraction
|
||||
* ASP.NET (Web Forms/MVC/WebMatrix)
|
||||
* Winforms
|
||||
* Windows Presentation Foundation (WPF)
|
||||
|
||||
## Further Reading
|
||||
|
||||
* [DotNetPerls](http://www.dotnetperls.com)
|
||||
* [C# in Depth](http://manning.com/skeet2)
|
||||
* [Programming C#](http://shop.oreilly.com/product/0636920024064.do)
|
||||
* [LINQ](http://shop.oreilly.com/product/9780596519254.do)
|
||||
* [MSDN Library](http://msdn.microsoft.com/en-us/library/618ayhy6.aspx)
|
||||
* [ASP.NET MVC Tutorials](http://www.asp.net/mvc/tutorials)
|
||||
* [ASP.NET Web Matrix Tutorials](http://www.asp.net/web-pages/tutorials)
|
||||
* [ASP.NET Web Forms Tutorials](http://www.asp.net/web-forms/tutorials)
|
||||
* [Windows Forms Programming in C#](http://www.amazon.com/Windows-Forms-Programming-Chris-Sells/dp/0321116208)
|
||||
|
||||
|
||||
|
||||
[C# Coding Conventions](http://msdn.microsoft.com/en-us/library/vstudio/ff926074.aspx)
|
Loading…
Reference in New Issue
Block a user