Tài liệu Microsoft C# Programming for the Absolute Beginner

Thảo luận trong 'Lập Trình' bắt đầu bởi Thúy Viết Bài, 5/12/13.

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    BackCover
    Microsoft C# Programming for the Absolute Beginner - Information
    Introduction
    Chapter 1: Basic Input and Output: A Mini Adventure

    Reviewing Basic C# Concepts
    Saying ¡°Hello, World!¡±
    Moving from Code to a Program
    Getting Input from the User
    Combining String Values
    Launching the Mini Adventure
    Summary
    Chapter 2: Branching and Operators: The Math Game
    Using Numeric Variables
    Converting Variables
    Creating a Branch in Program Logic
    Working with The Switch Statement
    Creating a Random Number
    Creating the Math Game
    Summary
    Chapter 3: Loops and Strings: The Pig Latin Program
    Investigating The String Object
    Using a For Loop
    Varying the For Loop¡¯s Behavior
    Using a While Loop
    Planning Your Program with the STAIR Process
    Applying STAIR to the Pig Latin Program
    Writing the Pig Latin Program
    Summary
    Chapter 4: Objects and Encapsulation: The Critter Program
    Creating Methods to Reuse Code
    Creating a Menu
    Creating a New Object with the CritterName Program
    Adding a Method
    Creating a Property in the CritterProp Program
    Making the Critter More Lifelike
    Summary
    Chapter 5: Constructors, Inheritance, and Polymorphism: The Snowball Fight
    Inheritance and Encapsulation
    Creating a Constructor
    Overloading Constructors
    Using Inheritance to Make New Classes
    Improving an Existing Class
    Using Polymorphism to Alter a Class¡¯s Behavior
    Creating the Snowball Fight
    Summary
    Chapter 6: Creating a Windows Program: The Visual Critter
    Introducing the Visual Critter
    Creating a Windows-Style Program with a GUI
    Examining the Code of a Windows Program
    Creating an Interactive Program
    Allowing for Multiple Selections
    Working with Images and Scroll Bars
    Revisiting the Visual Critter
    Summary
    Chapter 7: Timers and Animation: The Lunar Lander
    Reading Values from the Keyboard
    Animating Images
    Using a Timer to Automate Animation
    Adding Motion
    Detecting Collisions between Objects
    Getting More from the MessageBox Object
    Coding the Lunar Lander
    Summary
    Chapter 8: Arrays: The Soccer Game
    Introducing Arrays
    Working with Arrays
    Designing the Soccer Game
    Designing Programs by Hand
    Building the Soccer Program
    Summary
    Chapter 9: File Handling: The Adventure Kit
    Reading and Writing Text Files
    Creating Menus
    Using Dialog Boxes to Enhance Your Programs
    Storing Entire Objects with Serialization
    Returning to the Adventure Kit Program
    Summary
    Chapter 10: Chapter Basic XML: The Quiz Maker
    Investigating XML
    Reading an Existing XML Document
    Writing New Values to an XML Document
    Examining the Quizzer Program
    Summary
    Chapter 11: Databases and ADO.NET: The Spy Database
    Introducing the SpyMaster Program
    Creating a Simple Database
    Using Queries to Modify Data Results
    Working with Relational Databases
    Working with Other Databases
    Creating the SpyMaster Database
    Summary
     

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