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Beginning object-oriented programming with C♯ /

The ideal beginner's guide to C♯ and object-oriented programming Wrox beginners' guides have the perfect formula for getting programming newcomers up and running. This one introduces beginners to object-oriented programming using C♯ to demonstrate all of the core constructs of this program...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Purdum, Jack J. (Jack Jay)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Indianapolis, IN : Wrox/John Wiley & Sons, ©2013.
Colección:Programmer to programmer.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Cover; Part I: Getting Started; Chapter 1: Introducing C♯; A Short History of Object-Oriented Programming (OOP); Installing C♯; A Test Program Using C♯; Summary; Chapter 2: Understanding Objects; Understanding Objects; Getting Started with Objects; Developing a Program Plan; Creating a Simple Application Using Objects; Using C♯ to Implement Your Program Plan; Summary; Part II: Understanding C♯ Syntax; Chapter 3: Understanding Data Types; Computer Data; Floating-Point Data Types; Monetary Values: The Decimal Data Type; Using IntelliSense to Locate Program Errors; The Boolean Data Type; Summary.
  • Chapter 4: Understanding C♯ StatementsBasic Building Blocks of a Programming Language; Defining Variables; Using a Variable in a Program; The Bucket Analogy; Types of Program Errors; The Visual Studio Debugger; Using the Visual Studio Debugger; Defensive Coding; Summary; Chapter 5: Understanding Reference Data Types; String Variables; Using String Variables; Datetime Reference Objects; Summary; Chapter 6: Making Decisions in Code; Relational Operators; Logical Operators; The switch Statement; Summary; Chapter 7: Statement Repetition Using Loops; Program Loops; Nested for Loops; While Loops.
  • Do-while Program LoopsThe Continue Statement; Summary; Chapter 8: Understanding Arrays and Collections; What Is an Array?; The ListView Object; Arrays Are Objects; Multidimensional Arrays; Initializing Arrays; Collections; ArrayList Objects; Summary; Part III: Writing Your Own Classes; Chapter 9: Designing Classes; Class Design; Designing a Program; UML Light; The clsDates Design; User Interfaces Versus User Interfaces; Summary; Chapter 10: Designing and Writing Custom Classes; Constructors; Property Methods; What to Do if an Error Occurs in a Property Method.
  • Class Design for Deck-of-Cards ProgramDesigning a Card Game Using clsCardDeck; Summary; Chapter 11: Exception Handling and Debugging; Overview; Input Errors; Exception Handling; Program Debugging; Summary; Chapter 12: Generics; What Are Generics?; Introduction to Generics; Generic Quicksort; Summary; Part IV: Storing Data; Chapter 13: Using Disk Data Files; Directories; File Class; FileInfo Class; Types of Files; Sequential Versus Random Access Files; Serialization and Deserialization; MDI, Menus, and File Dialogs; Summary; Chapter 14: Using Databases; What Is a Database?