--- language: c# contributors: - ["Irfan Charania", "https://github.com/irfancharania"] - ["Max Yankov", "https://github.com/golergka"] filename: LearnCSharp.cs --- C# is an elegant and type-safe object-oriented language that enables developers to build a variety of secure and robust applications that run on the .NET Framework. [Read more here.](http://msdn.microsoft.com/en-us/library/vstudio/z1zx9t92.aspx) ```c# // Single-line comments start with // /* Multi-line comments look like this */ /// /// This is an XML documentation comment /// // Specify namespaces application will be using using System; using System.Collections.Generic; // defines scope to organize code into "packages" namespace Learning { // Each .cs file should at least contain a class with the same name as the file // you're allowed to do otherwise, but shouldn't for sanity. public class LearnCSharp { // A console application must have a main method as an entry point public static void Main(string[] args) { // Use Console.WriteLine to print lines Console.WriteLine("Hello World"); Console.WriteLine( "Integer: " + 10 + " Double: " + 3.14 + " Boolean: " + true); // To print without a new line, use Console.Write Console.Write("Hello "); Console.Write("World"); /////////////////////////////////////////////////// // Types & Variables // // Declare a variable using /////////////////////////////////////////////////// // Sbyte - Signed 8-bit integer // (-128 <= sbyte <= 127) sbyte fooSbyte = 100; // Byte - Unsigned 8-bit integer // (0 <= byte <= 255) byte fooByte = 100; // Short - Signed 16-bit integer // (-32,768 <= short <= 32,767) short fooShort = 10000; // Ushort - Unsigned 16-bit integer // (0 <= ushort <= 65,535) ushort fooUshort = 10000; // Integer - Signed 32-bit integer // (-2,147,483,648 <= int <= 2,147,483,647) int fooInt = 1; // Uinteger - Unsigned 32-bit integer // (0 <= uint <= 4,294,967,295) uint fooUint = 1; // Long - Signed 64-bit integer // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807) long fooLong = 100000L; // L is used to denote that this variable value is of type long or ulong // anything without is treated as int or uint depending on size. // Ulong - Unsigned 64-bit integer // (0 <= ulong <= 18,446,744,073,709,551,615) ulong fooUlong = 100000L; // Float - Single-precision 32-bit IEEE 754 Floating Point // Precision: 7 digits float fooFloat = 234.5f; // f is used to denote that this variable value is of type float; // otherwise it is treated as double. // Double - Double-precision 64-bit IEEE 754 Floating Point // Precision: 15-16 digits double fooDouble = 123.4; // Decimal - a 128-bits data type, with more precision than other floating-point types, // suited for financial and monetary calculations decimal fooDecimal = 150.3m; // Boolean - true & false bool fooBoolean = true; bool barBoolean = false; // Char - A single 16-bit Unicode character char fooChar = 'A'; // Strings -- unlike the previous base types which are all value types, // a string is a reference type. That is, you can set it to null string fooString = "My string is here!"; Console.WriteLine(fooString); // You can access each character of the string with an indexer: char charFromString = fooString[1]; // 'y' // Strings are immutable: you can't do fooString[1] = 'X'; // formatting string fooFs = string.Format("Check Check, {0} {1}, {0} {1:0.0}", 1, 2); Console.WriteLine(fooFormattedString); // formatting dates DateTime fooDate = DateTime.Now; Console.WriteLine(fooDate.ToString("hh:mm, dd MMM yyyy")); // \n is an escaped character that starts a new line string barString = "Printing on a new line?\nNo Problem!"; Console.WriteLine(barString); // it can be written prettier by using the @ symbol string bazString = @"Here's some stuff on a new line!"; Console.WriteLine(bazString); // quotes need to be escaped // use \" normally string quotedString = "some \"quoted\" stuff"; Console.WriteLine(quotedString); // use "" when strings start with @ string quotedString2 = @"some MORE ""quoted"" stuff"; Console.WriteLine(quotedString2); // Use const or read-only to make a variable immutable // const values are calculated at compile time const int HOURS_I_WORK_PER_WEEK = 9001; // Nullable types // any value type (i.e. not a class) can be made nullable by suffixing a ? // ? = int? nullable = null; Console.WriteLine("Nullable variable: " + nullable); // In order to use nullable's value, you have to use Value property // or to explicitly cast it DateTime? nullableDate = null; // The previous line would not have compiled without the '?' // because DateTime is a value type // ? is equivalent to writing Nullable Nullable otherNullableDate = nullableDate; nullableDate = DateTime.Now; Console.WriteLine("Nullable value is: " + nullableDate.Value + " or: " + (DateTime) nullableDate ); // ?? is syntactic sugar for specifying default value // in case variable is null int notNullable = nullable ?? 0; Console.WriteLine("Not nullable variable: " + notNullable); // Var - compiler will choose the most appropriate type based on value // Please note that this does not remove type safety. // In this case, the type of fooImplicit is known to be a bool at compile time var fooImplicit = true; /////////////////////////////////////////////////// // Data Structures /////////////////////////////////////////////////// Console.WriteLine("\n->Data Structures"); // Arrays // The array size must be decided upon declaration // The format for declaring an array is follows: // [] = new []; int[] intArray = new int[10]; string[] stringArray = new string[1]; bool[] boolArray = new bool[100]; // Another way to declare & initialize an array int[] y = { 9000, 1000, 1337 }; // Indexing an array - Accessing an element Console.WriteLine("intArray @ 0: " + intArray[0]); // Arrays are zero-indexed and mutable. intArray[1] = 1; Console.WriteLine("intArray @ 1: " + intArray[1]); // => 1 // Lists // Lists are used more frequently than arrays as they are more flexible // The format for declaring a list is follows: // List = new List(); List intList = new List(); List stringList = new List(); // Another way to declare & initialize a list List z = new List { 9000, 1000, 1337 }; // Indexing a list - Accessing an element // Lists are zero-indexed and mutable. Console.WriteLine("z @ 0: " + z[2]); // Lists don't default to a value; // A value must be added before accessing the index intList.Add(1); Console.WriteLine("intList @ 0: " + intList[0]); // Others data structures to check out: // // Stack/Queue // Dictionary (an implementation of a hash map) // Read-only Collections // Tuple (.Net 4+) /////////////////////////////////////// // Operators /////////////////////////////////////// Console.WriteLine("\n->Operators"); int i1 = 1, i2 = 2; // Shorthand for multiple declarations // Arithmetic is straightforward Console.WriteLine("1+2 = " + (i1 + i2)); // => 3 Console.WriteLine("2-1 = " + (i2 - i1)); // => 1 Console.WriteLine("2*1 = " + (i2 * i1)); // => 2 Console.WriteLine("1/2 = " + (i1 / i2)); // => 0 (0.5 truncated down) // Modulo Console.WriteLine("11%3 = " + (11 % 3)); // => 2 // Comparison operators Console.WriteLine("3 == 2? " + (3 == 2)); // => false Console.WriteLine("3 != 2? " + (3 != 2)); // => true Console.WriteLine("3 > 2? " + (3 > 2)); // => true Console.WriteLine("3 < 2? " + (3 < 2)); // => false Console.WriteLine("2 <= 2? " + (2 <= 2)); // => true Console.WriteLine("2 >= 2? " + (2 >= 2)); // => true // Bitwise operators! /* ~ Unary bitwise complement << Signed left shift >> Signed right shift & Bitwise AND ^ Bitwise exclusive OR | Bitwise inclusive OR */ // Incrementations int i = 0; Console.WriteLine("\n->Inc/Dec-rementation"); Console.WriteLine(i++); //i = 1. Post-Incrementation Console.WriteLine(++i); //i = 2. Pre-Incrementation Console.WriteLine(i--); //i = 1. Post-Decrementation Console.WriteLine(--i); //i = 0. Pre-Decrementation /////////////////////////////////////// // Control Structures /////////////////////////////////////// Console.WriteLine("\n->Control Structures"); // If statements are c-like int j = 10; if (j == 10) { Console.WriteLine("I get printed"); } else if (j > 10) { Console.WriteLine("I don't"); } else { Console.WriteLine("I also don't"); } // Ternary operators // A simple if/else can be written as follows // ? : string isTrue = (true) ? "True" : "False"; Console.WriteLine("Ternary demo: " + isTrue); // While loop int fooWhile = 0; while (fooWhile < 100) { //Console.WriteLine(fooWhile); //Increment the counter //Iterated 99 times, fooWhile 0->99 fooWhile++; } Console.WriteLine("fooWhile Value: " + fooWhile); // Do While Loop int fooDoWhile = 0; do { //Console.WriteLine(fooDoWhile); //Increment the counter //Iterated 99 times, fooDoWhile 0->99 fooDoWhile++; } while (fooDoWhile < 100); Console.WriteLine("fooDoWhile Value: " + fooDoWhile); // For Loop int fooFor; //for loop structure => for(; ; ) for (fooFor = 0; fooFor < 10; fooFor++) { //Console.WriteLine(fooFor); //Iterated 10 times, fooFor 0->9 } Console.WriteLine("fooFor Value: " + fooFor); // 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) { case 1: 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!!"; break; default: monthString = "Some other month"; break; } Console.WriteLine("Switch Case Result: " + monthString); /////////////////////////////////////// // 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; int.TryParse("123", out tryInt); // Convert Integer To String // Convert class has a number of methods to facilitate conversions Convert.ToString(123); /////////////////////////////////////// // Classes And Functions /////////////////////////////////////// Console.WriteLine("\n->Classes & Functions"); // (definition of the Bicycle class follows) // 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.setCadence(100); // ToString is a convention to display the value of this Object. Console.WriteLine("trek info: " + trek.ToString()); // Instantiate another new Bicycle Bicycle octo = new Bicycle(5, 10); Console.WriteLine("octo info: " + octo.ToString()); // Instantiate a new Penny Farthing PennyFarthing funbike = new PennyFarthing(1, 10); Console.WriteLine("funbike info: " + funbike.ToString()); Console.Read(); } // End main method } // End LearnCSharp class // You can include other classes in a .cs file // Class Declaration Syntax: // class { // //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 private int _speed; // Private: Only accessible from within the class protected int gear; // Protected: Accessible from the class and subclasses internal int wheels; // Internal: Accessible from within the assembly string name; // Everything is private by default: Only accessible from within this class // 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 Brand { AIST, BMC, Electra=42, //you can explicitly set a value to a name Gitane } // 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 Brand 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. static public int bicyclesCreated = 0; // You can access them without a reference to any object: // Console.WriteLine("Bicycles created: " + Bicycle.bicyclesCreated); // 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 private Bicycle() { gear = 1; cadence = 50; _speed = 5; name = "Bontrager"; brand = Brand.AIST; bicyclesCreated++; } // This is a specified constructor (it contains arguments) public Bicycle(int startCadence, int startSpeed, int startGear, string name, bool hasCardsInSpokes, Brand brand) { this.gear = startGear; // "this" keyword denotes the current object this.cadence = startCadence; this._speed = startSpeed; this.name = name; // it can be useful when there's a name conflict this.hasCardsInSpokes = hasCardsInSpokes; this.brand = brand; } // Constructors can be chained public Bicycle(int startCadence, int startSpeed, Brand brand) : this(startCadence, startSpeed, 0, "big wheels", true) { } // Function Syntax: // () // classes can implement getters and setters for their fields // or they can implement properties (this is the preferred way in C#) // Method declaration syntax: // () public int GetCadence() { return cadence; } // void methods require no return statement public void SetCadence(int newValue) { cadence = newValue; } // virtual keyword indicates this method can be overridden in a derived class public virtual void SetGear(int newValue) { gear = newValue; } // 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; } //Method to display the attribute values of this Object. public override string ToString() { 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) { } public override void SetGear(int gear) { gear = 0; } public override string ToString() { string result = "PennyFarthing bicycle "; result += base.ToString(); // Calling the base version of the method return reuslt; } } // 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 void Broken { get { return damage > 100; } } } } // End Namespace ``` ## Topics Not Covered * Flags * Attributes * Generics (T), Delegates, Func, Actions, lambda expressions * Static properties * Exceptions, Abstraction * LINQ * 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)