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Line length edits to C#
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@ -28,492 +28,493 @@ using System.Collections.Generic;
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// defines scope to organize code into "packages"
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namespace Learning
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{
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// Each .cs file should at least contain a class with the same name as the file
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// you're allowed to do otherwise, but shouldn't for sanity.
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public class LearnCSharp
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{
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// A console application must have a main method as an entry point
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public static void Main(string[] args)
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{
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// Use Console.WriteLine to print lines
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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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// To print without a new line, 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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// Types & Variables
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//
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// Declare a variable using <type> <name>
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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 - Signed 16-bit integer
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// (-32,768 <= short <= 32,767)
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short fooShort = 10000;
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// Ushort - Unsigned 16-bit integer
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// (0 <= ushort <= 65,535)
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ushort fooUshort = 10000;
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// Integer - Signed 32-bit integer
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// (-2,147,483,648 <= int <= 2,147,483,647)
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int fooInt = 1;
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// Uinteger - Unsigned 32-bit integer
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// (0 <= uint <= 4,294,967,295)
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uint fooUint = 1;
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// Long - Signed 64-bit integer
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// (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807)
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long fooLong = 100000L;
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// L is used to denote that this variable value is of type long or ulong
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// anything without is treated as int or uint depending on size.
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// Ulong - Unsigned 64-bit integer
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// (0 <= ulong <= 18,446,744,073,709,551,615)
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ulong fooUlong = 100000L;
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// Float - Single-precision 32-bit IEEE 754 Floating Point
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// Precision: 7 digits
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float fooFloat = 234.5f;
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// f is used to denote that this variable value is of type float;
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// otherwise it is treated as double.
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// Double - Double-precision 64-bit IEEE 754 Floating Point
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// Precision: 15-16 digits
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double fooDouble = 123.4;
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// Bool - true & false
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bool fooBoolean = true;
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bool barBoolean = false;
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// Char - A single 16-bit Unicode character
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char fooChar = 'A';
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// Strings
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string fooString = "My string is here!";
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Console.WriteLine(fooString);
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// formatting
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string fooFormattedString = string.Format("Check Check, {0} {1}, {0} {1:0.0}", 1, 2);
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Console.WriteLine(fooFormattedString);
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// formatting dates
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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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// \n is an escaped character that starts a new line
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string barString = "Printing on a new line?\nNo Problem!";
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Console.WriteLine(barString);
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// it can be written prettier by using the @ symbol
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string bazString = @"Here's some stuff
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on a new line!";
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Console.WriteLine(bazString);
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// quotes need to be escaped
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// use \" normally
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string quotedString = "some \"quoted\" stuff";
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Console.WriteLine(quotedString);
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// use "" when strings start with @
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string quotedString2 = @"some MORE ""quoted"" stuff";
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Console.WriteLine(quotedString2);
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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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// Nullable types
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// any type can be made nullable by suffixing a ?
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// <type>? <var name> = <value>
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int? nullable = null;
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Console.WriteLine("Nullable variable: " + nullable);
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// ?? is syntactic sugar for specifying default value
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// in case variable is null
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int notNullable = nullable ?? 0;
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Console.WriteLine("Not nullable variable: " + notNullable);
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// Var - compiler will choose the most appropriate type based on value
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var fooImplicit = true;
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///////////////////////////////////////////////////
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// Data Structures
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///////////////////////////////////////////////////
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Console.WriteLine("\n->Data Structures");
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// Arrays
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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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string[] stringArray = new string[1];
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bool[] boolArray = new bool[100];
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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 zero-indexed and mutable.
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intArray[1] = 1;
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Console.WriteLine("intArray @ 1: " + 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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// Another way to declare & initialize a list
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List<int> z = new List<int> { 9000, 1000, 1337 };
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// Indexing a list - Accessing an element
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// Lists are zero-indexed and mutable.
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Console.WriteLine("z @ 0: " + z[2]);
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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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//
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// Stack/Queue
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// Dictionary
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// Read-only Collections
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// Tuple (.Net 4+)
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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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// Arithmetic is straightforward
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Console.WriteLine("1+2 = " + (i1 + i2)); // => 3
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Console.WriteLine("2-1 = " + (i2 - i1)); // => 1
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Console.WriteLine("2*1 = " + (i2 * i1)); // => 2
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Console.WriteLine("1/2 = " + (i1 / i2)); // => 0 (0.5 truncated down)
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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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>>> Unsigned 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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// 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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// 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
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// A simple if/else can be written as follows
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// <condition> ? <true> : <false>
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string isTrue = (true) ? "True" : "False";
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Console.WriteLine("Ternary demo: " + isTrue);
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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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//Console.WriteLine(fooWhile);
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//Increment the counter
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//Iterated 99 times, fooWhile 0->99
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fooWhile++;
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}
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Console.WriteLine("fooWhile Value: " + fooWhile);
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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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//Console.WriteLine(fooDoWhile);
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//Increment the counter
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//Iterated 99 times, fooDoWhile 0->99
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fooDoWhile++;
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} while (fooDoWhile < 100);
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Console.WriteLine("fooDoWhile Value: " + fooDoWhile);
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// For Loop
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int fooFor;
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//for loop structure => for(<start_statement>; <conditional>; <step>)
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for (fooFor = 0; fooFor < 10; fooFor++)
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{
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//Console.WriteLine(fooFor);
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//Iterated 10 times, fooFor 0->9
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}
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Console.WriteLine("fooFor Value: " + fooFor);
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// Switch Case
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// A switch works with the byte, short, char, and int data types.
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// It also works with enumerated types (discussed in Enum Types),
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// the String class, and a few special classes that wrap
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// primitive types: Character, Byte, Short, and Integer.
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int month = 3;
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string monthString;
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switch (month)
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{
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case 1:
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monthString = "January";
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break;
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case 2:
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monthString = "February";
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break;
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case 3:
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monthString = "March";
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break;
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default:
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monthString = "Some other month";
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break;
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}
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Console.WriteLine("Switch Case Result: " + monthString);
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///////////////////////////////////////
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// Converting Data Types And Typcasting
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///////////////////////////////////////
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// Converting data
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// Convert String To Integer
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// this will throw an Exception on failure
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int.Parse("123");//returns an integer version of "123"
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// try parse will default to type default on failure
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// in this case: 0
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int tryInt;
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int.TryParse("123", out tryInt);
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// Convert Integer To String
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// Convert class has a number of methods to facilitate conversions
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Convert.ToString(123);
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///////////////////////////////////////
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// Classes And Functions
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///////////////////////////////////////
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Console.WriteLine("\n->Classes & Functions");
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// (definition of the Bicycle class follows)
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// Use new to instantiate a class
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Bicycle trek = new Bicycle();
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// Call object methods
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trek.speedUp(3); // You should always use setter and getter methods
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trek.setCadence(100);
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// ToString is a convention to display the value of this Object.
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Console.WriteLine("trek info: " + trek.ToString());
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// Instantiate another new Bicycle
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Bicycle octo = new Bicycle(5, 10);
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Console.WriteLine("octo info: " + octo.ToString());
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// Instantiate a new Penny Farthing
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PennyFarthing funbike = new PennyFarthing(1, 10);
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Console.WriteLine("funbike info: " + funbike.ToString());
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Console.Read();
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} // End main method
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} // End LearnCSharp class
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// You can include other classes in a .cs file
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// Class Declaration Syntax:
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// <public/private/protected> class <class name>{
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// //data fields, constructors, functions all inside.
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// //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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private int _speed; // Private: Only accessible from within the class
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protected int gear; // Protected: Accessible from the class and subclasses
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internal int wheels; // Internal: Accessible from within the assembly
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string name; // default: Only accessible from within this class
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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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gear = 1;
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cadence = 50;
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_speed = 5;
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name = "Bontrager";
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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, string name, bool hasCardsInSpokes)
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{
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this.gear = startGear;
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this.cadence = startCadence;
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this._speed = startSpeed;
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this.name = name;
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this.hasCardsInSpokes = hasCardsInSpokes;
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}
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// Constructors can be chained
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public Bicycle(int startCadence, int startSpeed) :
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this(startCadence, startSpeed, 0, "big wheels", true)
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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
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// Method declaration syntax:
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// <scope> <return type> <method name>(<args>)
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public int getCadence()
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{
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return cadence;
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}
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// void methods require no return statement
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public void setCadence(int newValue)
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{
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cadence = newValue;
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}
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// virtual keyword indicates this method can be overridden
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public virtual void setGear(int newValue)
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{
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gear = newValue;
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}
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public void speedUp(int increment)
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{
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_speed += increment;
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}
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public void slowDown(int decrement)
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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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private int _frameSize;
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public int FrameSize
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{
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get { return _frameSize; }
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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 { _frameSize = value; }
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}
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//Method to display the attribute values of this Object.
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public override string ToString()
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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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} // end class Bicycle
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// PennyFarthing is a subclass of Bicycle
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class PennyFarthing : Bicycle
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{
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// (Penny Farthings are those bicycles with the big front wheel.
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// They have no gears.)
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// calling parent constructor
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public PennyFarthing(int startCadence, int startSpeed) :
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base(startCadence, startSpeed, 0, "PennyFarthing", true)
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{
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}
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public override void setGear(int gear)
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{
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gear = 0;
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}
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}
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// Each .cs file should at least contain a class with the same name as the file
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// you're allowed to do otherwise, but shouldn't for sanity.
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public class LearnCSharp
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{
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// A console application must have a main method as an entry point
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public static void Main(string[] args)
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{
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// Use Console.WriteLine to print lines
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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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|
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// To print without a new line, 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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// Types & Variables
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//
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// Declare a variable using <type> <name>
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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 - Signed 16-bit integer
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// (-32,768 <= short <= 32,767)
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||||
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;
|
||||
|
||||
// Bool - true & false
|
||||
bool fooBoolean = true;
|
||||
bool barBoolean = false;
|
||||
|
||||
// Char - A single 16-bit Unicode character
|
||||
char fooChar = 'A';
|
||||
|
||||
// Strings
|
||||
string fooString = "My string is here!";
|
||||
Console.WriteLine(fooString);
|
||||
|
||||
// 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 type can be made nullable by suffixing a ?
|
||||
// <type>? <var name> = <value>
|
||||
int? nullable = null;
|
||||
Console.WriteLine("Nullable variable: " + nullable);
|
||||
|
||||
// ?? 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
|
||||
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:
|
||||
// <datatype>[] <var name> = new <datatype>[<array size>];
|
||||
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<datatype> <var name> = new List<datatype>();
|
||||
List<int> intList = new List<int>();
|
||||
List<string> stringList = new List<string>();
|
||||
|
||||
// Another way to declare & initialize a list
|
||||
List<int> z = new List<int> { 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
|
||||
// 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
|
||||
>>> Unsigned 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
|
||||
// <condition> ? <true> : <false>
|
||||
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(<start_statement>; <conditional>; <step>)
|
||||
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;
|
||||
default:
|
||||
monthString = "Some other month";
|
||||
break;
|
||||
}
|
||||
Console.WriteLine("Switch Case Result: " + monthString);
|
||||
|
||||
|
||||
///////////////////////////////////////
|
||||
// Converting Data Types And Typcasting
|
||||
///////////////////////////////////////
|
||||
|
||||
// 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:
|
||||
// <public/private/protected> 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
|
||||
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; // default: Only accessible from within this class
|
||||
|
||||
// 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()
|
||||
{
|
||||
gear = 1;
|
||||
cadence = 50;
|
||||
_speed = 5;
|
||||
name = "Bontrager";
|
||||
}
|
||||
|
||||
// This is a specified constructor (it contains arguments)
|
||||
public Bicycle(int startCadence, int startSpeed, int startGear,
|
||||
string name, bool hasCardsInSpokes)
|
||||
{
|
||||
this.gear = startGear;
|
||||
this.cadence = startCadence;
|
||||
this._speed = startSpeed;
|
||||
this.name = name;
|
||||
this.hasCardsInSpokes = hasCardsInSpokes;
|
||||
}
|
||||
|
||||
// Constructors can be chained
|
||||
public Bicycle(int startCadence, int startSpeed) :
|
||||
this(startCadence, startSpeed, 0, "big wheels", true)
|
||||
{
|
||||
}
|
||||
|
||||
// Function Syntax:
|
||||
// <public/private/protected> <return type> <function name>(<args>)
|
||||
|
||||
// classes can implement getters and setters for their fields
|
||||
// or they can implement properties
|
||||
|
||||
// Method declaration syntax:
|
||||
// <scope> <return type> <method name>(<args>)
|
||||
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
|
||||
public virtual void setGear(int newValue)
|
||||
{
|
||||
gear = newValue;
|
||||
}
|
||||
|
||||
public void speedUp(int increment)
|
||||
{
|
||||
_speed += increment;
|
||||
}
|
||||
|
||||
public void slowDown(int decrement)
|
||||
{
|
||||
_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; }
|
||||
}
|
||||
|
||||
private int _frameSize;
|
||||
public int FrameSize
|
||||
{
|
||||
get { return _frameSize; }
|
||||
// you are able to specify access modifiers for either get or set
|
||||
// this means only Bicycle class can call set on Framesize
|
||||
private set { _frameSize = value; }
|
||||
}
|
||||
|
||||
//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"
|
||||
;
|
||||
}
|
||||
} // 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;
|
||||
}
|
||||
}
|
||||
} // End Namespace
|
||||
|
||||
```
|
||||
|
Loading…
Reference in New Issue
Block a user