Head First C#. 4th Edition Andrew Stellman, Jennifer Greene
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(audiobook)
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- +259 pkt
- Autorzy:
- Andrew Stellman, Jennifer Greene
- Ocena:
- Bądź pierwszym, który oceni tę książkę
- Stron:
- 800
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Head First C#. 4th Edition
What will you learn from this book?
Dive into C# and create apps, user interfaces, games, and more using this fun and highly visual introduction to C#, .NET Core, and Visual Studio. With this completely updated guide, which covers C# 8.0 and Visual Studio 2019, beginning programmers like you will build a fully functional game in the opening chapter. Then you'll learn how to use classes and object-oriented programming, create 3D games in Unity, and query data with LINQ. And you'll do it all by solving puzzles, doing hands-on exercises, and building real-world applications. By the time you're done, you'll be a solid C# programmer--and you'll have a great time along the way!
What's so special about this book?
Based on the latest research in cognitive science and learning theory, Head First C# uses a visually rich format to engage your mind rather than a text-heavy approach that puts you to sleep. Why waste your time struggling with new concepts? This multisensory learning experience is designed for the way your brain really works.
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O autorach książki
Andrew Stellman — programista, architekt, menedżer projektów, agile coach. Ma ponad 20 lat doświadczenia w budowaniu zaawansowanych systemów informatycznych. Zarządzał międzynarodowymi zespołami oraz doradzał organizacjom takim jak Microsoft, Bank of America oraz MIT.
Jennifer Greene - analityk biznesowy, agile coach, testerka oraz prelegentka. Ma ogromne doświadczenie w obszarze tworzenia oprogramowania, potwierdzone ponad 20 latami praktyki w różnych obszarach. W swojej karierze rozwiązywała skomplikowane problemy we współpracy ze znakomitymi programistami.
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Promocja
C# jest dziś uważany za jeden z najważniejszych języków programowania. Nowoczesny, wszechstronny, dojrzały i sukcesywnie rozwijany, zapewnia efektywne tworzenie kodu wysokiej jakości. Profesjonalni programiści, którzy pisali już kod w C++ lub Javie, bardzo często wybierają właśnie C#. Nic nie stoi na przeszkodzie, aby był pierwszym językiem programowania przyszłego programisty, który przy okazji nauki chce rozwijać pasję i świetnie się bawić!- Druk 84 pkt
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Najnowsze wydanie tej książki, należącej do cenionej serii „Rusz głową”, zostało zaktualizowane, poprawione oraz rozszerzone o dodatkowy projekt na platformę Windows Phone. Gdy pochłoniesz te kilkaset stron, zaczniesz swobodnie korzystać z języka C#, jego konstrukcji i możliwości. Książka charakteryzuje się doskonałą przejrzystością oraz przystępnie przedstawioną wiedzą. Znajdziesz tu elementy programowania obiektowego, operacje na plikach, obsługę wyjątków oraz pracę z wieloma wątkami — to tylko niektóre z poruszanych zagadnień. Ponadto przekonasz się, jak sprawnie stworzyć atrakcyjny interfejs użytkownika, oraz zrozumiesz, do czego służy język LINQ. Jest to wyśmienita pozycja dla wszystkich czytelników chcących rozpocząć przygodę z językiem C# oraz platformą .NET.- Druk 49 pkt
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W książce Head First C#. Edycja polska autorzy, jak zwykle w charakterystyczny dla tej serii — niekonwencjonalny, a przy tym niezwykle skuteczny sposób, nauczą Cię niezbędnych podstaw C#. Lektura tej książki pozwoli Ci na swobodne poruszanie się wśród takich zagadnień jak wykorzystanie interfejsów czy też dziedziczenie. Dowiesz się, w jaki sposób obsługiwać wyjątki oraz zapisywać dane do pliku, aby potem je z niego odczytać. Nauczysz się korzystać z języka LINQ, a także odbędziesz krótki kurs korzystania z Visual Studio. Sposób, w jaki została napisana ta książka, gwarantuje, że szybko i z łatwością opanujesz język C#!- Druk 48 pkt
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Head First C# is a complete learning experience for object-oriented programming, C#, and the Visual Studio IDE. Built for your brain, this book covers C# 3.0 and Visual Studio 2008, and teaches everything from language fundamentals to advanced topics including garbage collection, extension methods, and double-buffered animation. You'll also master- ePub + Mobi 152 pkt
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Now updated for the 2021 PMP Exam What will you learn from this book?Head First PMP teaches you the latest principles and certification objectives in The PMBOK® Guide in a unique and inspiring way. This updated fourth edition takes you beyond specific questions and answers with a unique visual format that helps you grasp the big picture of project- ePub + Mobi 254 pkt
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Ebooka "Head First C#. 4th Edition" przeczytasz na:
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Szczegóły książki
- ISBN Ebooka:
- 978-14-919-7665-4, 9781491976654
- Data wydania ebooka :
- 2020-12-04 Data wydania ebooka często jest dniem wprowadzenia tytułu do sprzedaży i może nie być równoznaczna z datą wydania książki papierowej. Dodatkowe informacje możesz znaleźć w darmowym fragmencie. Jeśli masz wątpliwości skontaktuj się z nami sklep@ebookpoint.pl.
- Język publikacji:
- 1
- Rozmiar pliku ePub:
- 122.1MB
- Rozmiar pliku Mobi:
- 241.5MB
Spis treści książki
- Intro: How to use this book
- Who is this book for?
- Who should probably avoid this book?
- We know what youre thinking.
- And we know what your brain is thinking.
- Metacognition: thinking about thinking
- Heres what WE did
- Heres what YOU can do to bend your brain into submission
- README
- The technical review team
- Acknowledgments
- And finally...
- OReilly online learning
- Who is this book for?
- 1. Start Building with C#: Build something greatfast!
- Why you should learn C#
- Visual Studio is your gateway to C#
- If youre on Windows...
- If youre on a Mac...
- Visual Studio is a tool for writing code and exploring C#
- Create your first project in Visual Studio
- Lets build a game!
- Your animal matching game is a WPF app
- Heres how youll build your game
- Create a WPF project in Visual Studio
- Visual Studio created a project folder full of files for you
- Use XAML to design your window
- Design the window for your game
- Set the window size and title with XAML properties
- Add rows and columns to the XAML grid
- Make the rows and columns equal size
- Add a TextBlock control to your grid
- Now youre ready to start writing code for your game
- Generate a method to set up the game
- Finish your SetUpGame method
- Run your program
- Add your new project to source control
- The next step to build the game is handling mouse clicks
- Make your TextBlocks respond to mouse clicks
- Add the TextBlock_MouseDown code
- Make the rest of the TextBlocks call the same MouseDown event handler
- Finish the game by adding a timer
- Add a timer to your games code
- Use the debugger to troubleshoot the exception
- Add the rest of the code and finish the game
- Update your code in source control
- Even better ifs
- Why you should learn C#
- 2. Dive into C#: Statements, Classes, and Code
- Lets take a closer look at the files for a console app
- A statement performs one single action
- Two classes can be in the same namespace (and file!)
- Statements are the building blocks for your apps
- Your programs use variables to work with data
- Declare your variables
- Variables vary
- You need to assign values to variables before you use them
- A few useful types
- Generate a new method to work with variables
- Add code that uses operators to your method
- Use the debugger to watch your variables change
- Use operators to work with variables
- if statements make decisions
- if/else statements also do something if a condition isnt true
- Loops perform an action over and over
- while loops keep looping statements while a condition is true
- do/while loops run the statements then check the condition
- for loops run a statement after each loop
- Use code snippets to help write loops
- Controls drive the mechanics of your user interfaces
- Create a WPF app to experiment with controls
- Add a TextBox control to your app
- Add C# code to update the TextBlock
- Add an event handler that only allows number input
- Add sliders to the bottom row of the grid
- Add C# code to make the rest of the controls work
- Lets take a closer look at the files for a console app
- Unity Lab #1: Explore C# with Unity
- Unity is a powerful tool for game design
- Download Unity Hub
- Use Unity Hub to create a new project
- Make Visual Studio your Unity script editor
- Take control of the Unity layout
- Choose the Wide layout to match our screenshots
- Your scene is a 3D environment
- Unity games are made with GameObjects
- Use the Move Gizmo to move your GameObjects
- The Inspector shows your GameObjects components
- Add a material to your Sphere GameObject
- Rotate your sphere
- Move the Scene view camera with the Hand tool and Scene Gizmo
- Get creative!
- 3. Objectsget oriented!: Making code make sense
- If code is useful, it gets reused
- Some methods take parameters and return a value
- Lets build a program that picks some cards
- Create your PickRandomCards console app
- Finish your PickSomeCards method
- Your finished CardPicker class
- Anas working on her next game
- Anas game is evolving
- Build a paper prototype for a classic game
- Up next: build a WPF version of your card picking app
- A StackPanel is a container that stacks other controls
- Reuse your CardPicker class in a new WPF app
- Use a Grid and StackPanel to lay out the main window
- Lay out your Card Picker desktop apps window
- Anas prototypes look great
- but what if she wants more than one enemy?
- Ana can use objects to solve her problem
- You use a class to build an object
- An object gets its methods from its class
- When you create a new object from a class, its called an instance of that class
- A better solution for Anabrought to you by objects
- Theory and practice
- An instance uses fields to keep track of things
- Methods are what an object does. Fields are what the object knows.
- Thanks for the memory
- Whats on your programs mind
- Sometimes code can be difficult to read
- Extremely compact code can be especially problematic
- Most code doesnt come with a manual
- Use intuitive class and method names
- Build a class to work with some guys
- Theres an easier way to initialize objects with C#
- Use the C# Interactive window to run C# code
- 4. Types and References: Getting the Reference
- Owen could use our help!
- Storytelling, fantasy, and mechanics
- Character sheets store different types of data on paper
- A variables type determines what kind of data it can store
- C# has several types for storing integers
- Types for storing really HUGE and really tiny numbers
- Lets talk about strings
- A literal is a value written directly into your code
- Use suffixes to give your literals types
- A variable is like a data to-go cup
- Use the Convert class to explore bits and bytes
- Other types come in different sizes, too
- 10 pounds of data in a 5-pound bag
- Casting lets you copy values that C# cant automatically convert to another type
- So what happened?
- When you cast a value thats too big,C# adjusts it to fit its new container
- C# does some conversions automatically
- When you call a method, the arguments need to be compatible with the types of the parameters
- Owen is constantly improving his game
- but the trial and error can be time-consuming
- Lets help Owen experiment with ability scores
- Use the C# compiler to find the problematic line of code
- Add a cast to get the AbilityScoreCalculator class to compile...
- but theres still a bug!
- And now we can finally fix Owens bug
- Use reference variables to access your objects
- References are like sticky notes for your objects
- If there arent any more references,your object gets garbage-collected
- Multiple references and their side effects
- Two references mean TWO variables that can change the same objects data
- Objects use references to talk to each other
- Arrays hold multiple values
- Use each element in an array like its a normal variable
- Arrays can contain reference variables
- null means a reference points to nothing
- Welcome to Sloppy Joes Budget House o Discount Sandwiches!
- Owen could use our help!
- Unity Lab #2: Write C# Code for Unity
- C# scripts add behavior to your GameObjects
- Add a C# script to your GameObject
- Write C# code to rotate your sphere
- Add a breakpoint and debug your game
- Use a hit count to skip frames
- Use the debugger to understand Time.deltaTime
- Add a cylinder to show where the Y axis is
- Add fields to your class for the rotation angle and speed
- Use Debug.DrawRay to explore how 3D vectors work
- Use Unity to visualize vectors in 3D
- Run the game to see the ray in the Scene view
- Add a duration to the ray so it leaves a trail
- Rotate your ball around a point in the scene
- Use Unity to take a closer look at rotation and vectors
- Get creative!
- 5. Encapsulation: Keep your Privates Private
- Lets help Owen roll for damage
- Create a console app to calculate damage
- Design the XAML for a WPF version of the damage calculator
- The code-behind for the WPF damage calculator
- Tabletop talk (or maybedice discussion?)
- Lets try to fix that bug
- Use Debug.WriteLine to print diagnostic information
- Its easy to accidentally misuse your objects
- Encapsulation means keeping some of the data in a class private
- Use encapsulation to control access to your classs methods and fields
- But is the RealName field REALLY protected?
- Private fields and methods can only be accessed from instances of the same class
- Why encapsulation? Think of an object as a black box
- Encapsulation makes your classes
- A few ideas for encapsulating classes
- Lets use encapsulation to improve the SwordDamage class
- Is every member of the SwordDamage class public?
- Are fields or methods being misused?
- Is there calculation required after setting a field?
- So what fields and methods really need to be public?
- Encapsulation keeps your data safe
- Lets use encapsulation in a class
- Write a console app to test the PaintballGun class
- Our class is well-encapsulated, but...
- Properties make encapsulation easier
- Replace the GetBalls and SetBalls methods with a property
- Modify your Main method to use the Balls property
- Debug your PaintballGun class to understand how the property works
- Auto-implemented properties simplify your code
- Use the prop snippet to create an auto-implemented property
- Use a private setter to create a read-only property
- Make the BallsLoaded setter private
- What if we want to change the magazine size?
- But theres a problemhow do we initialize MagazineSize?
- Use a constructor with parameters to initialize properties
- Specify arguments when you use the new keyword
- A few useful facts about methods and properties
- 6. Inheritance: Your Objects Family Tree
- Calculate damage for MORE weapons
- Use a switch statement to match several candidates
- One more thing...can we calculate damage for a dagger? and a mace? and a staff? and...
- When your classes use inheritance, you only need to write your code once
- Build up your class model by starting general and getting more specific
- How would you design a zoo simulator?
- Different animals have different behaviors
- Every subclass extends its base class
- C# always calls the most specific method
- Any place where you can use a base class, you can use one of its subclasses instead
- Use a colon to extend a base class
- We know that inheritance adds the base class fields, properties, and methods to the subclass...
- ...but some birds dont fly!
- A subclass can override methods to change or replace members it inherited
- Some members are only implemented in a subclass
- Use the debugger to understand how overriding works
- Build an app to explore virtual and override
- A subclass can hide methods in the base class
- Hiding methods versus overriding methods
- Use the new keyword when youre hiding methods
- Use different references to call hidden methods
- Use the override and virtual keywords to inherit behavior
- A subclass can access its base class using the base keyword
- When a base class has a constructor, your subclass needs to call it
- A subclass and base class can have different constructors
- Its time to finish the job for Owen
- When your classes overlap as little as possible, thats an important design principle called separation of concerns
- Use the debugger to really understand how these classes work
- Build a beehive management system
- The beehive management system class model
- The Queen class: how she manages the worker bees
- The UI: add the XAML for the main window
- Feedback drives your Beehive Management game
- Workers and honey are in a feedback loop
- The Beehive Management System is turn-based...now lets convert it to real-time
- Some classes should never be instantiated
- An abstract class is an intentionally incomplete class
- Like we said, some classes should never be instantiated
- Solution: use an abstract class
- An abstract method doesnt have a body
- Abstract properties work just like abstract methods
- Unity Lab #3: GameObject Instances
- Lets build a game in Unity!
- Create a new material inside the Materials folder
- Spawn a billiard ball at a random point in the scene
- Use the debugger to understand Random.value
- Turn your GameObject into a prefab
- Create a script to control the game
- Attach the script to the Main Camera
- Press Play to run your code
- Watch the live instances in the Hierarchy window
- Use the Inspector to work with GameObject instances
- Use physics to keep balls from overlapping
- Get creative!
- 7. Interfaces, Casting, and is: Making Classes keep their Promises
- The beehive is under attack!
- So we need a DefendHive method, because enemies can attack at any time
- We can use casting to call the DefendHive method...
- ...but what if we add more Bee subclasses that can defend?
- An interface defines methods and properties that a class must implement...
- ...but theres no limit to the number of interfaces a class can implement
- Interfaces let unrelated classes do the same job
- Get a little practice using interfaces
- You cant instantiate an interface, but you can reference an interface
- If you try to instantiate an interface, your code wont build
- Use the interface to reference an object you already have
- Interface references are ordinary object references
- The RoboBee 4000 can do a worker bees job without using valuable honey
- The IWorkers Job property is a hack
- Use is to check the type of an object
- Use is to access methods in a subclass
- What if we want different animals to swim or hunt in packs?
- Use interfaces to work with classes that do the same job
- Use the is keyword to check if the Animal is a swimmer or pack hunter
- Safely navigate your class hierarchy with is
- C# has another tool for safe type conversion: the as keyword
- Use upcasting and downcasting to move up and down a class hierarchy
- A quick example of upcasting
- Upcasting turns your CoffeeMaker into an Appliance
- Downcasting turns your Appliance back into a CoffeeMaker
- Upcasting and downcasting work with interfaces, too
- Interfaces can inherit from other interfaces
- Interfaces can have static members
- Default implementations give bodies to interface methods
- Add a ScareAdults method with a default implementation
- Data binding updates WPF controls automatically
- Modify the Beehive Management System to use data binding
- Polymorphism means that one object can take many different forms
- Keep your eyes open for polymorphism!
- The four core principles of object-oriented programming
- The beehive is under attack!
- 8. Enums and Collections: Organizing your Data
- Strings dont always work for storing categories of data
- Enums let you work with a set of valid values
- An enum defines a new type
- Enums let you represent numbers with names
- We could use an array to create a deck of cards...
- ...but what if you wanted to do more?
- Arrays can be annoying to work with
- Lists make it easy to store collections of...anything
- Lists are more flexible than arrays
- Lets build an app to store shoes
- Generic collections can store any type
- Generic lists are declared using <angle brackets>
- Collection initializers are similar to object initializers
- Lets create a List of Ducks
- Heres the initializer for your List of Ducks
- Lists are easy, but SORTING can be tricky
- Lists know how to sort themselves
- IComparable<Duck> helps your List sort its Ducks
- An objects CompareTo method compares it to another object
- Use IComparer to tell your List how to sort
- Add an IComparer to your project
- Create an instance of your comparer object
- Multiple IComparer implementations, multiple ways to sort your objects
- Comparers can do complex comparisons
- Overriding a ToString method lets an object describe itself
- Override the ToString method to see your Ducks in the IDE
- Update your foreach loops to let your Ducks and Cards write themselves to the console
- Add a ToString method to your Card object, too
- You can upcast an entire list using IEnumerable<T>
- Use a Dictionary to store keys and values
- The Dictionary functionality rundown
- Your key and value can be different types
- Build a program that uses a dictionary
- And yet MORE collection types...
- Generic .NET collections implement IEnumerable
- A queue is FIFOfirst in, first out
- A stack is LIFOlast in, first out
- Unity Lab #4: User Interfaces
- Add a score that goes up when the player clicks a ball
- Add two different modes to your game
- Add game mode to your game
- Add a UI to your game
- Use the 2D view to work with the Canvas
- Set up the Text that will display the score in the UI
- Add a button that calls a method to start the game
- Make the Play Again button and Score Text work
- Finish the code for the game
- Get creative!
- 9. LINQ and lambdas: Get control of your data
- Jimmys a Captain Amazing super-fan...
- ...but his collections all over the place
- Use LINQ to query your collections
- LINQ works with any IEnumerable<T>
- LINQ methods enumerate your sequences
- LINQs query syntax
- LINQ queries are built from clauses
- LINQ works with objects
- Use a LINQ query to finish the app for Jimmy
- The var keyword lets C# figure out variable types for you
- When you use var, C# figures out the variables type automatically
- LINQ is versatile
- LINQ queries arent run until you access their results
- Use a group query to separate your sequence into groups
- Use join queries to merge data from two sequences
- Use the new keyword to create anonymous types
- Unit tests help you make sure your code works
- Visual Studio for Windows has a Test Explorer window
- Visual Studio for Mac has the Unit Tests tool window
- Add a unit test project to Jimmys comic collection app
- Write your first unit test
- Write a unit test for the GetReviews method
- Write unit tests to handle edge cases and weird data
- Use the => operator to create lambda expressions
- A lambda test drive
- Refactor a clown with lambdas
- Use the ?: operator to make your lambdas make choices
- Lambda expressions and LINQ
- Use lambda expressions with methods that take a Func parameter
- LINQ queries can be written as chained LINQ methods
- The OrderBy LINQ method sorts a sequence
- The Where LINQ method pulls out a subset of a sequence
- Use the => operator to create switch expressions
- Explore the Enumerable class
- Enumerable.Empty creates an empty sequence of any type
- Enumerable.Repeat repeats a value a number of times
- So what exactly is an IEnumerable<T>?
- Create an enumerable sequence by hand
- Use yield return to create your own sequences
- Use the debugger to explore yield return
- Use yield return to refactor ManualSportSequence
- Add an indexer to BetterSportSequence
- Collectioncross
- Collectioncross Solution
- 10. Reading and writing files: Save the last byte for me!
- .NET uses streams to read and write data
- Different streams read and write different things
- Things you can do with a stream:
- A FileStream reads and writes bytes in a file
- Write text to a file in three simple steps
- The Swindler launches another diabolical plan
- StreamWriter Magnets
- StreamWriter Magnets Solution
- Use a StreamReader to read a file
- Data can go through more than one stream
- Pool Puzzle
- Pool Puzzle Solution
- Use the static File and Directory classes to work with files and directories
- Things you can do with the static File class:
- Things you can do with the static Directory class:
- IDisposable makes sure objects are closed properly
- Use the IDE to explore IDisposable
- Avoid filesystem errors with using statements
- Use multiple using statements for multiple objects
- Use a MemoryStream to stream data to memory
- Use Encoding.UTF8.GetString to convert byte arrays to strings
- What happens to an object when its serialized?
- But what exactly IS an objects state? What needs to be saved?
- When an object is serialized, all of the objects it refers to get serialized, too...
- Use JsonSerialization to serialize your objects
- JSON only includes data, not specific C# types
- Next up: well take a deep dive into our data
- C# strings are encoded with Unicode
- Visual Studio works really well with Unicode
- .NET uses Unicode to store characters and text
- C# can use byte arrays to move data around
- Use a BinaryWriter to write binary data
- Use BinaryReader to read the data back in
- A hex dump lets you see the bytes in your files
- How to make a hex dump of some plain text
- Use StreamReader to build a hex dumper
- Use Stream.Read to read bytes from a stream
- Modify your hex dumper to use command-line arguments
- Run your app from the command line
- Unity Lab #5: Raycasting
- Create a new Unity project and start to set up the scene
- Set up the camera
- Create a GameObject for the player
- Introducing Unitys navigation system
- Set up the NavMesh
- Make your player automatically navigate the play area
- 11. Captain Amazing: The Death of the Object
- The life and death of an object
- Use the GC class (with caution) to force garbage collection
- Your last chance to DO something...your objects finalizer
- When EXACTLY does a finalizer run?
- You can SUGGEST to .NET that its time to collect the garbage
- Finalizers cant depend on other objects
- Dont use finalizers for serialization
- A struct looks like an object...
- ...but isnt an object
- Values get copied; references get assigned
- Structs are value types; objects are reference types
- Heres what happened...
- The stack vs. the heap: more on memory
- Use out parameters to make a method return more than one value
- Pass by reference using the ref modifier
- Use optional parameters to set default values
- A null reference doesnt refer to any object
- Non-nullable reference types help you avoid NREs
- Use encapsulation to prevent your property from ever being null
- The null-coalescing operator ?? helps with nulls
- ?? checks for null and returns an alternative
- ??= assigns a value to a variable only if its null
- Nullable value types can be null...and handled safely
- Captain Amazing...not so much
- Pool Puzzle
- Pool Puzzle Solution
- Extension methods add new behavior to EXISTING classes
- Extending a fundamental type: string
- Extension Magnets
- Extension Magnets Solution
- 12. Exception Handling: Putting out Fires Gets old
- Your hex dumper reads a filename from the command line
- But what happens if you give HexDump an invalid filename?
- When your program throws an exception, the CLR generates an Exception object
- All Exception objects inherit from System.Exception
- There are some files you just cant dump
- What happens when a method you want to call is risky?
- Handle exceptions with try and catch
- Use the debugger to follow the try/catch flow
- If you have code that ALWAYS needs to run, use a finally block
- Catch-all exceptions handle System.Exception
- Avoid catch-all exception with multiple catch blocks
- Pool Puzzle
- Pool Puzzle Solution
- Use the right exception for the situation
- Catch custom exceptions that extend System.Exception
- Exception Magnets
- Exception Magnets Solution
- Exception filters help you create precise handlers
- The worst catch block EVER: catch-all plus comments
- You should handle your exceptions, not bury them
- Temporary solutions are OK (temporarily)
- Your hex dumper reads a filename from the command line
- Unity Lab #6 Scene Navigation
- Lets pick up where the last Unity Lab left off
- Add a platform to your scene
- Use bake options to make the platform walkable
- Include the stairs and ramp in your NavMesh
- Fix height problems in the NavMesh
- Add a NavMesh Obstacle
- Add a script to move the obstacle up and down
- Get creative!
- Downloadable exercise: Animal match boss battle
- Thank you for reading our book!
- But wait, theres more! Your journeys just begun...
- And check out these essential (and amazing!) books by some of our friends and colleagues, also published by OREILLY
- A. ASP.NET Core Blazor projects: Visual Studio for Mac Learners Guide
- Why you should learn C#
- Visual Studio is your gateway to C#
- Install .NET Core
- You can also use Visual Studio for Windows to build Blazor web applications
- Visual Studio is a tool for writing code and exploring C#
- Create your first project in Visual Studio for Mac
- Use the Visual Studio IDE to explore your app
- Lets build a game!
- Your animal matching game is a Blazor WebAssembly app
- Heres how youll build your game
- Create a Blazor WebAssembly App in Visual Studio
- Run your Blazor web app in a browser
- Now youre ready to start writing code for your game
- How the page layout in your animal matching game will work
- Visual Studio helps you write C# code
- Finish creating your emoji list and display it in the app
- Replace the contents of the page
- Shuffle the animals so theyre in a random order
- Youre running your game in the debugger
- Add your new project to source control
- Add C# code to handle mouse clicks
- Add click event handlers to your buttons
- Heres the code for the event handler
- Hook up your event handler to the buttons
- Test your event handler
- But what happens if you click on the same button twice?
- Use the debugger to troubleshoot the problem
- Keep debugging your event handler
- Track down the bug thats causing the problem...
- ...and fix the bug!
- Add code to reset the game when the player wins
- Finish the game by adding a timer
- Add a timer to your games code
- Clean up the navigation menu
- Even better ifs...
- from Chapter 2 dive into C#
- Controls drive the mechanics of your user interfaces
- Create a new Blazor WebAssembly App project
- Create a page with a slider control
- Add a text input to your app
- Add color and date pickers to your app
- from Chapter 3 objects...get oriented!
- Up next: build a Blazor version of your card picking app
- Reuse your CardPicker class in a new Blazor app
- The page is laid out with rows and columns
- The slider uses data binding to update a variable
- from Chapter 4 types and references
- Welcome to Sloppy Joes Budget House o Discount Sandwiches!
- Why you should learn C#
- B. Code Kata Guide for the Advanced and/or Impatient
- Index
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