C# PROGRAMMING

C# PROGRAMMING
by Wikibooks contributors



(pronounced "See Sharp") is a multi-purpose computer programming language suitable for all development needs.C


Although C# is derived from the C programming language, it has features such as garbage collection that allow beginners to become proficient in C# more quickly than in C or C++. Similar to Java, it is object-oriented, comes with an extensive class library, and supports exception handling, multiple types of polymorphism, and separation of interfaces from implementations. Those features, combined with its powerful development tools, multi-platform support, and generics, make C# a good choice for many types of software development projects: rapid application development projects, projects implemented by individuals or large or small teams, Internet applications, and projects with strict reliability requirements. Testing frameworks such as NUnit make C# amenable to test-driven development and thus a good language for use with Extreme Programming (XP). Its strong typing helps to prevent many programming errors that are common in weakly typed languages.
A large part of the power of C# (as with other .NET languages), comes with the common .NET Framework API, which provides a large set of classes, including ones for encryption, TCP/IP socket programming, and graphics. Developers can thus write part of an application in C# and another part in another .NET language (e.g. VB .NET), keeping the tools, library, and object-oriented development model while only having to learn the new language syntax.
Because of the similarities between C# and the C family of languages, as well as Java, a developer with a background in object-oriented languages like C++ may find C# structure and syntax intuitive.

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C++ Programming forthe Absolute Beginner

C++ Programming forthe Absolute Beginner
Second Edition

The book moves from simple text-based programs to more complicated games with
actual graphics. If you are an absolute beginner at programming, we suggest that
you go through the chapters in their natural order. On the other hand, if you
already have some experience in programming, you might want to gloss over the
first six chapters, which cover the basics, and jump ahead to more advanced topics.
The book is conceptually, though not physically, organized into four sections. First,
Chapter 1, “Starting the Journey,” through Chapter 6, “Managing Memory,” give
you the basic knowledge you need to program in C++. Because of the sequence of
the topics in these chapters, we suggest going through them in order. For example,
you will probably need to work through Chapter 4, “Structuring Your Code with
Functions,” before turning to Chapter 5, “Designing Software: Object-Oriented
Programming.”

The second section of the book (Chapter 7, “Relating Classes,” through Chapter 10, “Errors
and Exception Handling,”) consists of the advanced C++ topics. You can cover these chapters
in any order and fully comprehend them.
The third section consists of Chapter 11, “Creating the Pirate Adventure.” Here you put together
everything you learned in the earlier chapters and apply it to programming a rocking
pirate game using industry-standard techniques.
The fourth section includes appendixes with extra information that you will find helpful,
beginning with Appendix A, “Answers to Chapter Challenges,” and ending with Appendix E,
“Glossary.”
However you read the book, remember that a big part of learning to program with C++ is
hands-on experience. The more you program, the better you will become at problem-solving
(an important skill in programming, as you will discover) and detecting errors in your code.
Who knows, if you program enough, you might even be able to calculate pi to a million
digits . . . in your head (though doing so is not guaranteed by the author of this book)!
Throughout the chapters, you will find small bits of code that illustrate concepts we present.
At the end of each chapter, you will find a complete game that demonstrates the key ideas in
the chapter, a summary of the chapter, and a set of challenges that tests your newfound
knowledge. We hope that you will try the games and challenges because they will really help
you develop the feeling of programming. The solutions to the challenges are in Appendix A.
However, we strongly encourage you to try the challenges before looking at the solutions
(even if you need help). They are all fairly short, so you can type them into your compiler
(which is, again, a good way to gain experience).

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Beginning C# Game Programming

Beginning  C# Game Programming
This book is for anyone who wants to learn how to program in C# and DirectX 9. You are
not required to have any knowledge of C# at all in order to read this book, but some programming
background (in any language) would be helpful.

Additionally, you don't have to go out and buy any tools in order to dig into C# programming
because everything you need to program in C# is available for free! Look into
Appendix B for more information on getting set up to program in C#.

This book will not be a complete comprehensive guide to C#, DirectX, or game programming
in general. It is simply intended to give you a jumpstart into the topic. It would be
impossible to offer a complete guide to any of those topics in a book of this size (and it
would be impossible to offer a complete guide to game programming in a book of any
size), so I’ve gone through C# and DirectX and picked out the fundamental topics to
cover, as well as other topics that are especially important to game programming.
 
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