2015-10-12 12:36:53 +03:00
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---
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language: c#
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2015-10-12 14:11:19 +03:00
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filename: csharp-pt.cs
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2015-10-12 12:36:53 +03:00
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contributors:
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2015-10-12 13:59:41 +03:00
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- ["Robson Alves", "http://robsonalves.net/"]
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lang: pt-br
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2015-10-12 12:36:53 +03:00
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---
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2017-10-26 04:27:36 +03:00
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C# é uma linguagem elegante, altamente tipada e orientada a objetos que permite aos desenvolvedores criar uma variedade de aplicações seguras e robustas que são executadas no .NET Framework.
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2015-10-12 12:36:53 +03:00
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2017-10-26 04:27:36 +03:00
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[Leia mais aqui.](http://msdn.microsoft.com/pt-br/library/vstudio/z1zx9t92.aspx)
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2015-10-12 12:36:53 +03:00
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```c#
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2017-10-26 04:27:36 +03:00
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// Comentários de linha única começam com //
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2015-10-12 12:36:53 +03:00
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/*
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2017-10-26 04:27:36 +03:00
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Comentários de múltiplas linhas são desta forma
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2015-10-12 12:36:53 +03:00
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*/
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/// <summary>
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2017-10-26 04:27:36 +03:00
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/// Este é um comentário de documentação XML que pode ser usado para gerar documentação
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/// externa ou para fornecer ajuda de contexto dentro de uma IDE
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2015-10-12 12:36:53 +03:00
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/// </summary>
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//public void MethodOrClassOrOtherWithParsableHelp() {}
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2017-10-26 04:27:36 +03:00
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// Especifica os namespaces que o código irá usar
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// Os namespaces a seguir são padrões da biblioteca de classes do .NET Framework
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2015-10-12 12:36:53 +03:00
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using System;
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using System.Collections.Generic;
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using System.Dynamic;
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using System.Linq;
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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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// Mas este aqui não é :
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using System.Data.Entity;
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2017-10-26 04:27:36 +03:00
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// Para que consiga utilizá-lo, você precisa adicionar novas referências
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2015-10-12 12:36:53 +03:00
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// Isso pode ser feito com o gerenciador de pacotes NuGet : `Install-Package EntityFramework`
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2017-10-26 04:27:36 +03:00
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// Namespaces são escopos definidos para organizar o código em "pacotes" ou "módulos"
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// Usando este código a partir de outro arquivo de origem: using Learning.CSharp;
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2015-10-12 12:36:53 +03:00
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namespace Learning.CSharp
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{
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// Cada .cs deve conter uma classe com o mesmo nome do arquivo
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// você está autorizado a contrariar isto, mas evite por sua sanidade.
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public class AprenderCsharp
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{
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// Sintaxe Básica - Pule para as CARACTERÍSTICAS INTERESSANTES se você ja usou Java ou C++ antes.
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public static void Syntax()
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{
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// Use Console.WriteLine para apresentar uma linha
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Console.WriteLine("Hello World");
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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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// Para apresentar sem incluir uma nova linha, use Console.Write
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Console.Write("Hello ");
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Console.Write("World");
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///////////////////////////////////////////////////
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// Tpos e Variáveis
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//
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// Declare uma variável usando <tipo> <nome>
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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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// 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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// 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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// Strings - ao contrário dos anteriores tipos base, que são todos os tipos de valor,
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// Uma string é um tipo de referência. Ou seja, você pode configurá-lo como nulo
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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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// Você pode acessar todos os caracteres de string com um indexador:
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char charFromString = fooString[1]; // => 'e'
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// Strings são imutáveis: você não pode fazer fooString[1] = 'X';
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// Compare strings com sua atual cultura, ignorando maiúsculas e minúsculas
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string.Compare(fooString, "x", StringComparison.CurrentCultureIgnoreCase);
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// Formatando, baseado no sprintf
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string fooFs = string.Format("Check Check, {0} {1}, {0} {1:0.0}", 1, 2);
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// Datas e formatações
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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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// Você pode juntar um string em mais de duas linhas com o símbolo @. Para escapar do " 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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// Use const ou read-only para fazer uma variável imutável
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// os valores da const são calculados durante o tempo de compilação
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const int HoursWorkPerWeek = 9001;
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///////////////////////////////////////////////////
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2015-10-12 13:03:18 +03:00
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// Estrutura de Dados
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2015-10-12 12:36:53 +03:00
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///////////////////////////////////////////////////
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2015-10-12 13:03:18 +03:00
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// Matrizes - zero indexado
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// O tamanho do array pode ser decidido ainda na declaração
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// O formato para declarar uma matriz é o seguinte:
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// <tipodado>[] <var nome> = new <tipodado>[<array tamanho>];
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int[] intArray = new int[10];
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2015-10-12 13:03:18 +03:00
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// Outra forma de declarar & inicializar uma matriz
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2015-10-12 12:36:53 +03:00
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int[] y = { 9000, 1000, 1337 };
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2015-10-12 13:03:18 +03:00
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// Indexando uma matriz - Acessando um elemento
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Console.WriteLine("intArray @ 0: " + intArray[0]);
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// Matriz são alteráveis
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intArray[1] = 1;
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2015-10-12 13:03:18 +03:00
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// Listas
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// Listas são usadas frequentemente tanto quanto matriz por serem mais flexiveis
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// O formato de declarar uma lista é o seguinte:
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// List<tipodado> <var nome> = new List<tipodado>();
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2015-10-12 12:36:53 +03:00
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List<int> intList = new List<int>();
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List<string> stringList = new List<string>();
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2015-10-12 13:03:18 +03:00
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List<int> z = new List<int> { 9000, 1000, 1337 }; // inicializar
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// O <> são para genéricos - Confira está interessante seção do material
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2015-10-12 12:36:53 +03:00
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2015-10-12 13:03:18 +03:00
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// Lista não possuem valores padrão.
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// Um valor deve ser adicionado antes e depois acessado pelo indexador
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intList.Add(1);
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Console.WriteLine("intList @ 0: " + intList[0]);
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2015-10-12 13:03:18 +03:00
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// Outras estruturas de dados para conferir:
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// Pilha/Fila
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// Dicionário (uma implementação de map de hash)
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// HashSet
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2015-10-12 13:03:18 +03:00
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// Read-only Coleção
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2015-10-12 12:36:53 +03:00
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// Tuple (.Net 4+)
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///////////////////////////////////////
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// Operadores
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///////////////////////////////////////
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Console.WriteLine("\n->Operators");
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2015-10-12 13:03:18 +03:00
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int i1 = 1, i2 = 2; // Forma curta para declarar diversas variáveis
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2015-10-12 13:03:18 +03:00
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// Aritmética é clara
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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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2015-10-12 13:03:18 +03:00
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// Comparações de operadores
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Console.WriteLine("3 == 2? " + (3 == 2)); // => falso
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Console.WriteLine("3 != 2? " + (3 != 2)); // => verdadeiro
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Console.WriteLine("3 > 2? " + (3 > 2)); // => verdadeiro
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Console.WriteLine("3 < 2? " + (3 < 2)); // => falso
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Console.WriteLine("2 <= 2? " + (2 <= 2)); // => verdadeiro
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Console.WriteLine("2 >= 2? " + (2 >= 2)); // => verdadeiro
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2015-10-12 13:03:18 +03:00
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// Operadores bit a bit (bitwise)
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/*
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2015-10-12 13:03:18 +03:00
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~ Unário bitwise complemento
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2015-10-12 12:36:53 +03:00
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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 exclusivo OR
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| Bitwise inclusivo OR
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2015-10-12 12:36:53 +03:00
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*/
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2015-10-12 13:03:18 +03:00
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// Incrementações
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2015-10-12 12:36:53 +03:00
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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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// Estrutura de Controle
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///////////////////////////////////////
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Console.WriteLine("\n->Control Structures");
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2015-10-12 13:03:18 +03:00
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// Declaração if é como a linguagem C
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2015-10-12 12:36:53 +03:00
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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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2015-10-12 13:03:18 +03:00
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// Operador Ternário
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// Um simples if/else pode ser escrito da seguinte forma
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// <condição> ? <verdadeiro> : <falso>
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2015-10-12 12:36:53 +03:00
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int toCompare = 17;
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string isTrue = toCompare == 17 ? "True" : "False";
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// While loop
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int fooWhile = 0;
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while (fooWhile < 100)
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{
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//Iterated 100 times, fooWhile 0->99
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fooWhile++;
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}
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// Do While Loop
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int fooDoWhile = 0;
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do
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{
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2015-10-12 13:03:18 +03:00
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// Inicia a interação 100 vezes, fooDoWhile 0->99
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2015-10-12 12:36:53 +03:00
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if (false)
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continue; // pule a intereção atual para apróxima
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2015-10-12 12:36:53 +03:00
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fooDoWhile++;
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if (fooDoWhile == 50)
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break; // Interrompe o laço inteiro
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2015-10-12 12:36:53 +03:00
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} while (fooDoWhile < 100);
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2015-10-12 13:03:18 +03:00
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//estrutura de loop for => for(<declaração para começar>; <condicional>; <passos>)
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2015-10-12 12:36:53 +03:00
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for (int fooFor = 0; fooFor < 10; fooFor++)
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{
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2015-10-12 13:03:18 +03:00
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//Iterado 10 vezes, fooFor 0->9
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2015-10-12 12:36:53 +03:00
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}
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// For Each Loop
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2015-10-12 13:03:18 +03:00
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// Estrutura do foreach => foreach(<Tipo Iterador> <Nome do Iterador> in <enumerable>)
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2015-10-12 13:38:30 +03:00
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// O laço foreach percorre sobre qualquer objeto que implementa IEnumerable ou IEnumerable<T>
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// Toda a coleção de tipos (Array, List, Dictionary...) no .Net framework
|
|
|
|
|
// implementa uma ou mais destas interfaces.
|
|
|
|
|
// (O ToCharArray() pode ser removido, por que uma string também implementa IEnumerable)
|
2015-10-12 12:36:53 +03:00
|
|
|
|
foreach (char character in "Hello World".ToCharArray())
|
|
|
|
|
{
|
|
|
|
|
//Iterated over all the characters in the string
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Switch Case
|
2015-10-12 13:38:30 +03:00
|
|
|
|
// Um switch funciona com os tipos de dados byte, short, char, e int.
|
|
|
|
|
// Isto também funcional com tipos enumeradors (discutidos em Tipos Enum),
|
|
|
|
|
// A classe String, and a few special classes that wrap
|
|
|
|
|
// tipos primitívos: Character, Byte, Short, and Integer.
|
2015-10-12 12:36:53 +03:00
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////
|
|
|
|
|
// Converting Data Types And Typecasting
|
|
|
|
|
///////////////////////////////////////
|
|
|
|
|
|
|
|
|
|
// Converting data
|
|
|
|
|
|
|
|
|
|
// Convert String To Integer
|
|
|
|
|
// this will throw a FormatException 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();
|
|
|
|
|
|
|
|
|
|
// Casting
|
|
|
|
|
// Cast decimal 15 to a int
|
|
|
|
|
// and then implicitly cast to long
|
|
|
|
|
long x = (int) 15M;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////
|
|
|
|
|
// 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
|
|
|
|
|
// A method that differs only in return type is not unique
|
|
|
|
|
public static void MethodSignatures(
|
|
|
|
|
ref int maxCount, // Pass by reference
|
|
|
|
|
out int count)
|
|
|
|
|
{
|
|
|
|
|
count = 15; // out param must be assigned before control leaves the method
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
|
|
// BY REF AND OUT PARAMETERS
|
|
|
|
|
int maxCount = 0, count; // ref params must have value
|
|
|
|
|
MethodSignatures(ref maxCount, out count);
|
|
|
|
|
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
|
|
// ERROR HANDLING - coping with an uncertain world
|
|
|
|
|
try
|
|
|
|
|
{
|
|
|
|
|
var funBike = PennyFarthing.CreateWithGears(6);
|
|
|
|
|
|
|
|
|
|
// will no longer execute because CreateWithGears throws an exception
|
|
|
|
|
string some = "";
|
|
|
|
|
if (true) some = null;
|
|
|
|
|
some.ToLower(); // throws a NullReferenceException
|
|
|
|
|
}
|
|
|
|
|
catch (NotSupportedException)
|
|
|
|
|
{
|
|
|
|
|
Console.WriteLine("Not so much fun now!");
|
|
|
|
|
}
|
|
|
|
|
catch (Exception ex) // catch all other exceptions
|
|
|
|
|
{
|
|
|
|
|
throw new ApplicationException("It hit the fan", ex);
|
|
|
|
|
// throw; // A rethrow that preserves the callstack
|
|
|
|
|
}
|
|
|
|
|
// catch { } // catch-all without capturing the Exception
|
|
|
|
|
finally
|
|
|
|
|
{
|
|
|
|
|
// executes after try or catch
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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.
|
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// }
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public class Bicycle
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{
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// Bicycle's Fields/Variables
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public int Cadence // Public: Can be accessed from anywhere
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{
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get // get - define a method to retrieve the property
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{
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return _cadence;
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}
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set // set - define a method to set a proprety
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{
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_cadence = value; // Value is the value passed in to the setter
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}
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}
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private int _cadence;
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protected virtual int Gear // Protected: Accessible from the class and subclasses
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{
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get; // creates an auto property so you don't need a member field
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set;
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}
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internal int Wheels // Internal: Accessible from within the assembly
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{
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get;
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private set; // You can set modifiers on the get/set methods
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}
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int _speed; // Everything is private by default: Only accessible from within this class.
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// can also use keyword private
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public string Name { get; set; }
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// Enum is a value type that consists of a set of named constants
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// It is really just mapping a name to a value (an int, unless specified otherwise).
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// The approved types for an enum are byte, sbyte, short, ushort, int, uint, long, or ulong.
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// An enum can't contain the same value twice.
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public enum BikeBrand
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{
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AIST,
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BMC,
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Electra = 42, //you can explicitly set a value to a name
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Gitane // 43
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}
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// We defined this type inside a Bicycle class, so it is a nested type
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// Code outside of this class should reference this type as Bicycle.Brand
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public BikeBrand Brand; // After declaring an enum type, we can declare the field of this type
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// Decorate an enum with the FlagsAttribute to indicate that multiple values can be switched on
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[Flags] // Any class derived from Attribute can be used to decorate types, methods, parameters etc
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public enum BikeAccessories
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{
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None = 0,
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Bell = 1,
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MudGuards = 2, // need to set the values manually!
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Racks = 4,
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Lights = 8,
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FullPackage = Bell | MudGuards | Racks | Lights
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}
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// Usage: aBike.Accessories.HasFlag(Bicycle.BikeAccessories.Bell)
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// Before .NET 4: (aBike.Accessories & Bicycle.BikeAccessories.Bell) == Bicycle.BikeAccessories.Bell
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public BikeAccessories Accessories { get; set; }
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// Static members belong to the type itself rather then specific object.
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// You can access them without a reference to any object:
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// Console.WriteLine("Bicycles created: " + Bicycle.bicyclesCreated);
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public static int BicyclesCreated { get; set; }
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// readonly values are set at run time
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// they can only be assigned upon declaration or in a constructor
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readonly bool _hasCardsInSpokes = false; // read-only private
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// Constructors are a way of creating classes
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// This is a default constructor
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public Bicycle()
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{
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this.Gear = 1; // you can access members of the object with the keyword this
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Cadence = 50; // but you don't always need it
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_speed = 5;
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Name = "Bontrager";
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Brand = BikeBrand.AIST;
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BicyclesCreated++;
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}
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// This is a specified constructor (it contains arguments)
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public Bicycle(int startCadence, int startSpeed, int startGear,
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string name, bool hasCardsInSpokes, BikeBrand brand)
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: base() // calls base first
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{
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Gear = startGear;
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Cadence = startCadence;
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_speed = startSpeed;
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Name = name;
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_hasCardsInSpokes = hasCardsInSpokes;
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Brand = brand;
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}
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// Constructors can be chained
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public Bicycle(int startCadence, int startSpeed, BikeBrand brand) :
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this(startCadence, startSpeed, 0, "big wheels", true, brand)
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{
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}
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// Function Syntax:
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// <public/private/protected> <return type> <function name>(<args>)
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// classes can implement getters and setters for their fields
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// or they can implement properties (this is the preferred way in C#)
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// Method parameters can have default values.
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// In this case, methods can be called with these parameters omitted
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public void SpeedUp(int increment = 1)
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{
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_speed += increment;
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}
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public void SlowDown(int decrement = 1)
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{
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_speed -= decrement;
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}
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// properties get/set values
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// when only data needs to be accessed, consider using properties.
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// properties may have either get or set, or both
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private bool _hasTassles; // private variable
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public bool HasTassles // public accessor
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{
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get { return _hasTassles; }
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set { _hasTassles = value; }
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}
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// You can also define an automatic property in one line
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// this syntax will create a backing field automatically.
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// You can set an access modifier on either the getter or the setter (or both)
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// to restrict its access:
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public bool IsBroken { get; private set; }
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// Properties can be auto-implemented
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public int FrameSize
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{
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get;
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// you are able to specify access modifiers for either get or set
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// this means only Bicycle class can call set on Framesize
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private set;
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}
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// It's also possible to define custom Indexers on objects.
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// All though this is not entirely useful in this example, you
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// could do bicycle[0] which yields "chris" to get the first passenger or
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// bicycle[1] = "lisa" to set the passenger. (of this apparent quattrocycle)
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private string[] passengers = { "chris", "phil", "darren", "regina" };
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public string this[int i]
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{
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get {
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return passengers[i];
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}
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set {
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return passengers[i] = value;
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}
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}
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|
2017-10-26 17:47:42 +03:00
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//Método para exibir os valores dos atributos deste objeto.
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2015-10-12 12:36:53 +03:00
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public virtual string Info()
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{
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return "Gear: " + Gear +
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" Cadence: " + Cadence +
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" Speed: " + _speed +
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" Name: " + Name +
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" Cards in Spokes: " + (_hasCardsInSpokes ? "yes" : "no") +
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"\n------------------------------\n"
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;
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}
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// Methods can also be static. It can be useful for helper methods
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public static bool DidWeCreateEnoughBycles()
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{
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// Within a static method, we only can reference static class members
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return BicyclesCreated > 9000;
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} // If your class only needs static members, consider marking the class itself as static.
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} // end class Bicycle
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|
2017-10-26 17:39:25 +03:00
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// PennyFarthing é uma subclasse de Bicycle
|
2015-10-12 12:36:53 +03:00
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class PennyFarthing : Bicycle
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{
|
2017-10-27 13:03:05 +03:00
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// (Penny Farthings são aquelas bicicletas com uma grande roda frontal.
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// Elas não tem correias.)
|
2015-10-12 12:36:53 +03:00
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2017-10-26 17:44:09 +03:00
|
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// chamando construtor pai
|
2015-10-12 12:36:53 +03:00
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public PennyFarthing(int startCadence, int startSpeed) :
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base(startCadence, startSpeed, 0, "PennyFarthing", true, BikeBrand.Electra)
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{
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}
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protected override int Gear
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{
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get
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{
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return 0;
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}
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set
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{
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throw new InvalidOperationException("You can't change gears on a PennyFarthing");
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}
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}
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public static PennyFarthing CreateWithGears(int gears)
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{
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var penny = new PennyFarthing(1, 1);
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penny.Gear = gears; // Oops, can't do this!
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return penny;
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}
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public override string Info()
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{
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string result = "PennyFarthing bicycle ";
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result += base.ToString(); // Calling the base version of the method
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return result;
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}
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}
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|
2017-10-26 16:22:40 +03:00
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// Interfaces contêm apenas as assinaturas dos membros, sem a implementação.
|
2015-10-12 12:36:53 +03:00
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interface IJumpable
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{
|
2017-10-27 12:55:22 +03:00
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void Jump(int meters); // todos os membros da interface são implicitamente públicos
|
2015-10-12 12:36:53 +03:00
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}
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interface IBreakable
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{
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bool Broken { get; } // interfaces can contain properties as well as methods & events
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}
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|
2018-10-02 02:15:55 +03:00
|
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// Classes podem herdar apenas de uma outra classe, mas podem implementar qualquer quantidade de interfaces.
|
2015-10-12 12:36:53 +03:00
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class MountainBike : Bicycle, IJumpable, IBreakable
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{
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int damage = 0;
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public void Jump(int meters)
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{
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damage += meters;
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}
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public bool Broken
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{
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get
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{
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return damage > 100;
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}
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}
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}
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|
/// <summary>
|
|
|
|
|
/// Used to connect to DB for LinqToSql example.
|
|
|
|
|
/// EntityFramework Code First is awesome (similar to Ruby's ActiveRecord, but bidirectional)
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|
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|
|
/// http://msdn.microsoft.com/en-us/data/jj193542.aspx
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|
|
/// </summary>
|
|
|
|
|
public class BikeRepository : DbContext
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|
{
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public BikeRepository()
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|
|
|
: base()
|
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|
|
{
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}
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public DbSet<Bicycle> Bikes { get; set; }
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}
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} // End Namespace
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```
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|
|
|
|
|
|
|
|
|
## Topics Not Covered
|
|
|
|
|
|
|
|
|
|
* Attributes
|
|
|
|
|
* async/await, yield, pragma directives
|
|
|
|
|
* Web Development
|
|
|
|
|
* ASP.NET MVC & WebApi (new)
|
|
|
|
|
* ASP.NET Web Forms (old)
|
|
|
|
|
* WebMatrix (tool)
|
|
|
|
|
* Desktop Development
|
|
|
|
|
* Windows Presentation Foundation (WPF) (new)
|
|
|
|
|
* Winforms (old)
|
|
|
|
|
|
|
|
|
|
## 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)
|