--- language: c# contributors: - ["Irfan Charania", "https://github.com/irfancharania"] - ["Max Yankov", "https://github.com/golergka"] - ["Melvyn Laïly", "http://x2a.yt"] - ["Shaun McCarthy", "http://www.shaunmccarthy.com"] - ["Wouter Van Schandevijl", "http://github.com/laoujin"] filename: LearnCSharp.cs --- C# é uma linguagem elegante e altamente tipado orientada a objetos que permite aos desenvolvedores criarem uma variedade de aplicações seguras e robustas que são executadas no .NET Framework. [Read more here.](http://msdn.microsoft.com/pt-br/library/vstudio/z1zx9t92.aspx) ```c# // Comentário de linha única começa com // /* Múltipas linhas é desta forma */ /// /// Esta é uma documentação comentário XML que pode ser usado para gerar externo /// documentação ou fornecer ajuda de contexto dentro de um IDE /// //public void MethodOrClassOrOtherWithParsableHelp() {} // Especificar qual namespace seu código irá usar // Os namespaces a seguir são padrões do .NET Framework Class Library using System; using System.Collections.Generic; using System.Dynamic; using System.Linq; using System.Net; using System.Threading.Tasks; using System.IO; // Mas este aqui não é : using System.Data.Entity; // Para que consiga utiliza-lo, você precisa adicionar novas referências // Isso pode ser feito com o gerenciador de pacotes NuGet : `Install-Package EntityFramework` // Namespaces são escopos definidos para organizar o códgo em "pacotes" or "módulos" // Usando este código a partir de outra arquivo de origem: using Learning.CSharp; namespace Learning.CSharp { // Cada .cs deve conter uma classe com o mesmo nome do arquivo // você está autorizado a contrariar isto, mas evite por sua sanidade. public class AprenderCsharp { // Sintaxe Básica - Pule para as CARACTERÍSTICAS INTERESSANTES se você ja usou Java ou C++ antes. public static void Syntax() { // Use Console.WriteLine para apresentar uma linha Console.WriteLine("Hello World"); Console.WriteLine( "Integer: " + 10 + " Double: " + 3.14 + " Boolean: " + true); // Para apresentar sem incluir uma nova linha, use Console.Write Console.Write("Hello "); Console.Write("World"); /////////////////////////////////////////////////// // Tpos e Variáveis // // Declare uma variável usando /////////////////////////////////////////////////// // Sbyte - Signed 8-bit integer // (-128 <= sbyte <= 127) sbyte fooSbyte = 100; // Byte - Unsigned 8-bit integer // (0 <= byte <= 255) byte fooByte = 100; // Short - 16-bit integer // Signed - (-32,768 <= short <= 32,767) // Unsigned - (0 <= ushort <= 65,535) short fooShort = 10000; ushort fooUshort = 10000; // Integer - 32-bit integer int fooInt = 1; // (-2,147,483,648 <= int <= 2,147,483,647) uint fooUint = 1; // (0 <= uint <= 4,294,967,295) // Long - 64-bit integer long fooLong = 100000L; // (-9,223,372,036,854,775,808 <= long <= 9,223,372,036,854,775,807) ulong fooUlong = 100000L; // (0 <= ulong <= 18,446,744,073,709,551,615) // Numbers default to being int or uint depending on size. // L is used to denote that this variable value is of type long or ulong // Double - Double-precision 64-bit IEEE 754 Floating Point double fooDouble = 123.4; // Precision: 15-16 digits // Float - Single-precision 32-bit IEEE 754 Floating Point float fooFloat = 234.5f; // Precision: 7 digits // f is used to denote that this variable value is of type float // Decimal - a 128-bits data type, with more precision than other floating-point types, // suited for financial and monetary calculations decimal fooDecimal = 150.3m; // Boolean - true & false bool fooBoolean = true; // or false // Char - A single 16-bit Unicode character char fooChar = 'A'; // Strings - ao contrário dos anteriores tipos base, que são todos os tipos de valor,             // Uma string é um tipo de referência. Ou seja, você pode configurá-lo como nulo string fooString = "\"escape\" quotes and add \n (new lines) and \t (tabs)"; Console.WriteLine(fooString); // Você pode acessar todos os caracteres de string com um indexador: char charFromString = fooString[1]; // => 'e' // Strings são imutáveis: você não pode fazer fooString[1] = 'X'; // Compare strings com sua atual cultura, ignorando maiúsculas e minúsculas string.Compare(fooString, "x", StringComparison.CurrentCultureIgnoreCase); // Formatando, baseado no sprintf string fooFs = string.Format("Check Check, {0} {1}, {0} {1:0.0}", 1, 2); // Datas e formatações DateTime fooDate = DateTime.Now; Console.WriteLine(fooDate.ToString("hh:mm, dd MMM yyyy")); // Você pode juntar um string em mais de duas linhas com o símbolo @. Para escapar do " use "" string bazString = @"Here's some stuff on a new line! ""Wow!"", the masses cried"; // Use const ou read-only para fazer uma variável imutável // os valores da const são calculados durante o tempo de compilação const int HoursWorkPerWeek = 9001; /////////////////////////////////////////////////// // Estrutura de Dados /////////////////////////////////////////////////// // Matrizes - zero indexado // O tamanho do array pode ser decidido ainda na declaração // O formato para declarar uma matriz é o seguinte: // [] = new []; int[] intArray = new int[10]; // Outra forma de declarar & inicializar uma matriz int[] y = { 9000, 1000, 1337 }; // Indexando uma matriz - Acessando um elemento Console.WriteLine("intArray @ 0: " + intArray[0]); // Matriz são alteráveis intArray[1] = 1; // Listas // Listas são usadas frequentemente tanto quanto matriz por serem mais flexiveis // O formato de declarar uma lista é o seguinte: // List = new List(); List intList = new List(); List stringList = new List(); List z = new List { 9000, 1000, 1337 }; // inicializar // O <> são para genéricos - Confira está interessante seção do material // Lista não possuem valores padrão. // Um valor deve ser adicionado antes e depois acessado pelo indexador intList.Add(1); Console.WriteLine("intList @ 0: " + intList[0]); // Outras estruturas de dados para conferir: // Pilha/Fila // Dicionário (uma implementação de map de hash) // HashSet // Read-only Coleção // Tuple (.Net 4+) /////////////////////////////////////// // Operadores /////////////////////////////////////// Console.WriteLine("\n->Operators"); int i1 = 1, i2 = 2; // Forma curta para declarar diversas variáveis // Aritmética é clara Console.WriteLine(i1 + i2 - i1 * 3 / 7); // => 3 // Modulo Console.WriteLine("11%3 = " + (11 % 3)); // => 2 // Comparações de operadores Console.WriteLine("3 == 2? " + (3 == 2)); // => falso Console.WriteLine("3 != 2? " + (3 != 2)); // => verdadeiro Console.WriteLine("3 > 2? " + (3 > 2)); // => verdadeiro Console.WriteLine("3 < 2? " + (3 < 2)); // => falso Console.WriteLine("2 <= 2? " + (2 <= 2)); // => verdadeiro Console.WriteLine("2 >= 2? " + (2 >= 2)); // => verdadeiro // Operadores bit a bit (bitwise) /* ~ Unário bitwise complemento << Signed left shift >> Signed right shift & Bitwise AND ^ Bitwise exclusivo OR | Bitwise inclusivo OR */ // Incrementações 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 /////////////////////////////////////// // Estrutura de Controle /////////////////////////////////////// Console.WriteLine("\n->Control Structures"); // Declaração if é como a linguagem C 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"); } // Operador Ternário // Um simples if/else pode ser escrito da seguinte forma // ? : int toCompare = 17; string isTrue = toCompare == 17 ? "True" : "False"; // While loop int fooWhile = 0; while (fooWhile < 100) { //Iterated 100 times, fooWhile 0->99 fooWhile++; } // Do While Loop int fooDoWhile = 0; do { // Inicia a interação 100 vezes, fooDoWhile 0->99 if (false) continue; // pule a intereção atual para apróxima fooDoWhile++; if (fooDoWhile == 50) break; // Interrompe o laço inteiro } while (fooDoWhile < 100); //estrutura de loop for => for(; ; ) for (int fooFor = 0; fooFor < 10; fooFor++) { //Iterado 10 vezes, fooFor 0->9 } // For Each Loop // Estrutura do foreach => foreach( in ) // O laço foreach percorre sobre qualquer objeto que implementa IEnumerable ou IEnumerable // 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) foreach (char character in "Hello World".ToCharArray()) { //Iterated over all the characters in the string } // Switch Case // 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. 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( IDictionary 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 toPrint) where T: IEnumerable { // 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 ? // ? = int? nullable = null; // short hand for Nullable 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() { {"Sarah", "212 555 5555"} // Add some entries to the phone book }; // Calling SETDEFAULT defined as a generic above Console.WriteLine(SetDefault(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 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(); // 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( (introduceTo) => string.Format("Hey {0}, this is {1}", student.FirstName, introduceTo)); Console.WriteLine(student.Introduce("Beth")); // IQUERYABLE - almost all collections implement this, which gives you a lot of // very useful Map / Filter / Reduce style methods var bikes = new List(); 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 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 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: // class { // //data fields, constructors, functions all inside. // //functions are called as methods in Java. // } public class Bicycle { // Bicycle's Fields/Variables public int Cadence // Public: Can be accessed from anywhere { get // get - define a method to retrieve the property { return _cadence; } set // set - define a method to set a proprety { _cadence = value; // Value is the value passed in to the setter } } private int _cadence; protected virtual int Gear // Protected: Accessible from the class and subclasses { get; // creates an auto property so you don't need a member field set; } internal int Wheels // Internal: Accessible from within the assembly { get; private set; // You can set modifiers on the get/set methods } int _speed; // Everything is private by default: Only accessible from within this class. // can also use keyword private public string Name { get; set; } // Enum is a value type that consists of a set of named constants // It is really just mapping a name to a value (an int, unless specified otherwise). // The approved types for an enum are byte, sbyte, short, ushort, int, uint, long, or ulong. // An enum can't contain the same value twice. public enum BikeBrand { AIST, BMC, Electra = 42, //you can explicitly set a value to a name Gitane // 43 } // We defined this type inside a Bicycle class, so it is a nested type // Code outside of this class should reference this type as Bicycle.Brand public BikeBrand Brand; // After declaring an enum type, we can declare the field of this type // Decorate an enum with the FlagsAttribute to indicate that multiple values can be switched on [Flags] // Any class derived from Attribute can be used to decorate types, methods, parameters etc public enum BikeAccessories { None = 0, Bell = 1, MudGuards = 2, // need to set the values manually! Racks = 4, Lights = 8, FullPackage = Bell | MudGuards | Racks | Lights } // Usage: aBike.Accessories.HasFlag(Bicycle.BikeAccessories.Bell) // Before .NET 4: (aBike.Accessories & Bicycle.BikeAccessories.Bell) == Bicycle.BikeAccessories.Bell public BikeAccessories Accessories { get; set; } // Static members belong to the type itself rather then specific object. // You can access them without a reference to any object: // Console.WriteLine("Bicycles created: " + Bicycle.bicyclesCreated); public static int BicyclesCreated { get; set; } // 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() { this.Gear = 1; // you can access members of the object with the keyword this Cadence = 50; // but you don't always need it _speed = 5; Name = "Bontrager"; Brand = BikeBrand.AIST; BicyclesCreated++; } // This is a specified constructor (it contains arguments) public Bicycle(int startCadence, int startSpeed, int startGear, string name, bool hasCardsInSpokes, BikeBrand brand) : base() // calls base first { Gear = startGear; Cadence = startCadence; _speed = startSpeed; Name = name; _hasCardsInSpokes = hasCardsInSpokes; Brand = brand; } // Constructors can be chained public Bicycle(int startCadence, int startSpeed, BikeBrand brand) : this(startCadence, startSpeed, 0, "big wheels", true, brand) { } // Function Syntax: // () // classes can implement getters and setters for their fields // or they can implement properties (this is the preferred way in C#) // Method parameters can have default values. // In this case, methods can be called with these parameters omitted public void SpeedUp(int increment = 1) { _speed += increment; } public void SlowDown(int decrement = 1) { _speed -= decrement; } // properties get/set values // when only data needs to be accessed, consider using properties. // properties may have either get or set, or both private bool _hasTassles; // private variable public bool HasTassles // public accessor { get { return _hasTassles; } set { _hasTassles = value; } } // You can also define an automatic property in one line // this syntax will create a backing field automatically. // You can set an access modifier on either the getter or the setter (or both) // to restrict its access: public bool IsBroken { get; private set; } // Properties can be auto-implemented public int FrameSize { get; // you are able to specify access modifiers for either get or set // this means only Bicycle class can call set on Framesize private set; } // It's also possible to define custom Indexers on objects. // All though this is not entirely useful in this example, you // could do bicycle[0] which yields "chris" to get the first passenger or // bicycle[1] = "lisa" to set the passenger. (of this apparent quattrocycle) private string[] passengers = { "chris", "phil", "darren", "regina" }; public string this[int i] { get { return passengers[i]; } set { return passengers[i] = value; } } //Method to display the attribute values of this Object. public virtual string Info() { return "Gear: " + Gear + " Cadence: " + Cadence + " Speed: " + _speed + " Name: " + Name + " Cards in Spokes: " + (_hasCardsInSpokes ? "yes" : "no") + "\n------------------------------\n" ; } // Methods can also be static. It can be useful for helper methods public static bool DidWeCreateEnoughBycles() { // Within a static method, we only can reference static class members return BicyclesCreated > 9000; } // If your class only needs static members, consider marking the class itself as static. } // end class Bicycle // PennyFarthing is a subclass of Bicycle class PennyFarthing : Bicycle { // (Penny Farthings are those bicycles with the big front wheel. // They have no gears.) // calling parent constructor public PennyFarthing(int startCadence, int startSpeed) : base(startCadence, startSpeed, 0, "PennyFarthing", true, BikeBrand.Electra) { } protected override int Gear { get { return 0; } set { throw new InvalidOperationException("You can't change gears on a PennyFarthing"); } } public static PennyFarthing CreateWithGears(int gears) { var penny = new PennyFarthing(1, 1); penny.Gear = gears; // Oops, can't do this! return penny; } public override string Info() { string result = "PennyFarthing bicycle "; result += base.ToString(); // Calling the base version of the method return result; } } // Interfaces only contain signatures of the members, without the implementation. interface IJumpable { void Jump(int meters); // all interface members are implicitly public } interface IBreakable { bool Broken { get; } // interfaces can contain properties as well as methods & events } // Class can inherit only one other class, but can implement any amount of interfaces class MountainBike : Bicycle, IJumpable, IBreakable { int damage = 0; public void Jump(int meters) { damage += meters; } public bool Broken { get { return damage > 100; } } } /// /// Used to connect to DB for LinqToSql example. /// EntityFramework Code First is awesome (similar to Ruby's ActiveRecord, but bidirectional) /// http://msdn.microsoft.com/en-us/data/jj193542.aspx /// public class BikeRepository : DbContext { public BikeRepository() : base() { } public DbSet Bikes { get; set; } } } // End Namespace ``` ## 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)