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Quick Introduction To C# Programming Language

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0% found this document useful (0 votes)
16 views

Quick Introduction To C# Programming Language

Uploaded by

ppp opp
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Introduction to C#

Quick Introduction to C# Programming


Language
Prerequisites

• This course assumes that you understand the


fundamentals of
– Programming
• Variables, statements, functions, loops, etc.
– Object-oriented programming
• Classes, inheritance, polymorphism,
members, etc.
• C++ or Java
Learning Objectives

• C# design goals
• Fundamentals of the C# language
– Types, program structure, statements, operators
• Be able to begin writing and debugging C#
programs
– Using the .NET Framework SDK
– Using Visual Studio.NET
• Be able to write individual C# methods
Agenda

• Design Goals of C#
• Hello World
• Program Structure
• Statements
• Types
• Operators
• Using Visual Studio.NET
• Using the .NET Framework SDK
Design Goals of C#
The Big Ideas

• Component-orientation
• Everything is an object
• Robust and durable software
• Preserving your investment
Design Goals of C#
Component-Orientation
• C# is the first “Component-Oriented” language
in the C/C++ family
• What is a component?
– An independent module of reuse and deployment
– Coarser-grained than objects
(objects are language-level constructs)
– Includes multiple classes
– Often language-independent
– In general, component writer and user don’t know
each other, don’t work for the same company, and
don’t use the same language
Design Goals of C#
Component-Orientation
• Component concepts are first class
– Properties, methods, events
– Design-time and run-time attributes
– Integrated documentation using XML
• Enables “one-stop programming”
– No header files, IDL, etc.
– Can be embedded in ASP pages
Design Goals of C#
Everything is an Object
• Traditional views
– C++, Java™: Primitive types are “magic” and do
not interoperate with objects
– Smalltalk, Lisp: Primitive types are objects, but at
some performance cost
• C# unifies with no performance cost
– Deep simplicity throughout system
• Improved extensibility and reusability
– New primitive types: Decimal,
– Collections, etc., work for all types
Design Goals of C#
Robust and Durable Software
• Garbage collection
– No memory leaks and stray pointers
• Exceptions
• Type-safety
– No uninitialized variables, no unsafe casts
• Versioning
• Avoid common errors
– E.g. if (x = y) ...
• One-stop programming
– Fewer moving parts
Design Goals of C#
Preserving Your Investment
• C++ Heritage
– Namespaces, pointers (in unsafe code),
unsigned types, etc.
– Some changes, but no unnecessary sacrifices
• Interoperability
– What software is increasingly about
– C# talks to XML, SOAP, COM, DLLs, and any
.NET Framework language
• Increased productivity
– Short learning curve
– Millions of lines of C# code in .NET
Agenda

• Design Goals of C#
• Hello World
• Program Structure
• Statements
• Types
• Operators
• Using Visual Studio.NET
• Using the .NET Framework SDK
Hello World

using System;

class Hello {
static void Main( ) {
Console.WriteLine("Hello world");
Console.ReadLine(); // Hit enter to finish
}
}
Agenda

• Design Goals of C#
• Hello World
• Program Structure
• Statements
• Types
• Operators
• Using Visual Studio.NET
• Using the .NET Framework SDK
Program Structure
Overview

• Organizing Types
• Namespaces
• References
• Main Method
• Syntax
Program Structure
Organizing Types

• Physical organization
– Types are defined in files
– Files are compiled into
modules
Assembly
– Modules are grouped
Module
into assemblies
File
Type
Program Structure
Namespaces

• Namespaces provide a way to uniquely


identify a type
• Provides logical organization of types
• Namespaces can span assemblies
• Can nest namespaces
• There is no relationship between namespaces
and file structure (unlike Java)
• The fully qualified name of a type includes all
namespaces
Program Structure
Namespaces

namespace N1 { // N1
class C1 { // N1.C1
class C2 { // N1.C1.C2
}
}
namespace N2 { // N1.N2
class C2 { // N1.N2.C2
}
}
}
Program Structure
Namespaces

• The using statement lets you use types


without typing the fully qualified name
• Can always use a fully qualified name

using N1;

C1 a; // The N1. is implicit


N1.C1 b; // Fully qualified name

C2 c; // Error! C2 is undefined
N1.N2.C2 d; // One of the C2 classes
C1.C2 e; // The other one
Program Structure
Namespaces

• The using statement also lets you create


aliases

using C1 = N1.N2.C1;
using N2 = N1.N2;

C1 a; // Refers to N1.N2.C1
N2.C1 b; // Refers to N1.N2.C1
Program Structure
References

• In Visual Studio you specify references


for a project
• Each reference identifies a specific assembly
• Passed as reference (/r or /reference)
to the C# compiler
csc HelloWorld.cs /reference:System.WinForms.dll
Program Structure
Namespaces vs. References
• Namespaces provide language-level naming
shortcuts
– Don’t have to type a long fully qualified name over
and over
• References specify which assembly to use
Program Structure
Main Method

• Execution begins at the static Main()


method
• Can have only one method with one of
the following signatures in an assembly
– static void Main()
– static int Main()
– static void Main(string[] args)
– static int Main(string[] args)
Program Structure
Syntax

• Identifiers
– Names for types, methods, fields, etc.
– Must be whole word – no white space
– Unicode characters
– Begins with letter or underscore
– Case sensitive
– Must not clash with keyword
• Unless prefixed with @
• Pascal Case vs. Camel Case
Agenda

• Design Goals of C#
• Hello World
• Program Structure
• Statements
• Types
• Operators
• Using Visual Studio.NET
• Using the .NET Framework SDK
Statements
Overview

• High C++ fidelity


• if, while, do require bool condition
• goto can’t jump into blocks
• switch statement
– No fall-through
• foreach statement
• checked and unchecked statements
• Expression
statements
must do work
Statements
Overview

• Statement lists • Loop Statements


• Block statements – while
• Labeled statements – do
• Declarations – for
– Constants – foreach
– Variables • Jump Statements
• Expression statements – break
– checked, unchecked – continue
– lock – goto
– using – return
– throw
• Conditionals
– if • Exception handling
– switch – try
– throw
Statements
Statement Lists & Block Statements
• Statement list: one or more statements in
sequence
• Block statement: a statement list delimited by
braces { ... }
static void Main() {
F();
G();
{ // Start block
H();
; // Empty statement
I();
} // End block
}
Statements
Variables and Constants
The scope of a variable or constant runs
from the point of declaration to the end of
the enclosing block
static void Main() {
const float pi = 3.14f;
const int r = 123;
Console.WriteLine(pi * r * r);

int a;
int b = 2, c = 3;
a = 1;
Console.WriteLine(a + b + c);
}
Statements
Variables and Constants
Within the scope of a variable or constant it is an
error to declare another variable or constant with
the same name

{
int x;
{
int x; // Error: can’t hide variable x
}
}
Statements
Variables

• Variables must be assigned a value before they


can be used
– Explicitly or automatically
– Called definite assignment
• Automatic assignment occurs for static fields,
class instance fields and array elements
void Foo() {
string s;
Console.WriteLine(s); // Error
}
Statements
Expression Statements
• Statements must do work
– Assignment, method call, ++, --, new
static void Main() {
int a, b = 2, c = 3;
a = b + c;
a++;
MyClass.Foo(a,b,c);
Console.WriteLine(a + b + c);
a == 2; // ERROR!
}
Statements
if Statement
• Requires bool expression
int Test(int a, int b) {
if (a > b)
return 1;
else if (a < b)
return -1;
else
return 0;
}
Statements
switch Statement
• Can branch on any predefined type
(including string) or enum
– User-defined types can provide implicit conversion
to these types
• Must explicitly state how to end case
– With break, goto case, goto label,
return, throw or continue
– Eliminates fall-through bugs
– Not needed if no code supplied after the label
Statements
switch Statement

int Test(string label) {


int result;
switch(label) {
case null:
goto case “runner-up”;
case “fastest”:
case “winner”:
result = 1; break;
case “runner-up”:
result = 2; break;
default:
result = 0;
}
return result;
}
Statements
while Statement
• Requires bool expression

int i = 0;
while (i < 5) {
...
i++;
} int i = 0;
do {
...
i++;
}
while (i < 5);
while (true) {
...
}
Statements
for Statement
• Need 3 arguments but not required
for (int i=0; i < 5; i++) {
...
}
for (;;) {
...
}
Statements
foreach Statement
• Iteration of arrays

public static void Main(string[] args) {


foreach (string s in args)
Console.WriteLine(s);
}
Statements
foreach Statement
• Iteration of user-defined collections
• Created by implementing IEnumerable

foreach (Customer c in customers.OrderBy("name")) {


if (c.Orders.Count != 0) {
...
}
}
Statements
Jump Statements
• break
– Exit inner-most loop
• continue
– End iteration of inner-most loop
• goto <label>
– Transfer execution to label statement
• return [<expression>]
– Exit a method
• throw
– See exception handling
Statements
Exception Handling
• Exceptions are the C# mechanism for handling
unexpected error conditions
• Superior to returning status values
– Can’t be ignored
– Don’t have to handled at the point they occur
– Can be used even where values are not returned
(e.g. accessing a property)
– Standard exceptions are provided
Statements
Exception Handling
• try...catch...finally statement
• try block contains code that could throw an
exception
• catch block handles exceptions
– Can have multiple catch blocks to handle different
kinds of exceptions
• finally block contains code that will always
be executed
– Cannot use jump statements (e.g. goto)
to exit a finally block
Statements
Exception Handling
• throw statement raises an exception
• An exception is represented as an instance of
System.Exception or derived class
– Contains information about the exception
– Properties
• Message
• StackTrace
• InnerException
• You can rethrow an exception, or catch
one exception and throw another
Statements
Exception Handling

try {
Console.WriteLine("try");
throw new Exception(“message”);
}
catch (ArgumentNullException e) {
Console.WriteLine(“caught null argument");
}
catch {
Console.WriteLine("catch");
}
finally {
Console.WriteLine("finally");
}
Statements
using Statement
• C# uses automatic memory management
(garbage collection)
– Eliminates most memory management problems
• However, it results in non-deterministic
finalization
– No guarantee as to when and if object destructors
are called
Statements
using Statement
• Objects that need to be cleaned up after use
should implement the
System.IDisposable interface
– One method: Dispose()
• The using statement allows you to create an
instance, use it, and then ensure that Dispose
is called when done
– Dispose is guaranteed to be called, as if it were in
a finally block
Statements
using Statement

public class MyResource : IDisposable {


public void MyResource() {
// Acquire valuble resource
}
public void Dispose() {
// Release valuble resource
}
public void DoSomething() {
...
}
}
using (MyResource r = new MyResource()) {
r.DoSomething();
} // r.Dispose() is called
Statements
Basic Input/Output Statements
• Console applications
– System.Console.WriteLine();
– System.Console.ReadLine();
• Windows applications
– System.WinForms.MessageBox.Show();

string v1 = “some value”;


MyObject v2 = new MyObject();
Console.WriteLine(“First is {0}, second is {1}”,
v1, v2);
Agenda

• Design Goals of C#
• Hello World
• Program Structure
• Statements
• Types
• Operators
• Using Visual Studio.NET
• Using the .NET Framework SDK
Types
Overview
• A C# program is a collection of types
– Classes, structs, enums, interfaces, delegates
• C# provides a set of predefined types
– E.g. int, byte, char, string, object, …
• You can create your own types
• All data and code is defined within
a type
– No global variables, no global functions
Types
Overview
• Types contain:
– Data members
• Fields, constants, arrays
• Events
– Function members
• Methods, operators, constructors, destructors
• Properties, indexers
– Other types
• Classes, structs, enums, interfaces, delegates
Types
Overview
• Types can be instantiated…
– …and then used: call methods,
get and set properties, etc.
• Can convert from one type to another
– Implicitly and explicitly
• Types are organized
– Namespaces, files, assemblies
• There are two categories of types:
value and reference
• Types are arranged in a hierarchy
Types
Unified Type System
• Value types
– Directly contain data
– Cannot be null
• Reference types
– Contain references to objects
– May be null

int i = 123; i 123


string s = "Hello world";
s "Hello world"
Types
Unified Type System
• Value types
– Primitives int i; float x;
– Enums enum State { Off, On }
– Structs struct Point {int x,y;}
• Reference types
– Root object
– String string
– Classesclass Foo: Bar, IFoo {...}
– Interfaces interface IFoo: IBar {...}
– Arrays string[] a = new string[10];
– Delegates delegate void Empty();
Types
Unified Type System
Types
Unified Type System
• Benefits of value types
– No heap allocation, less GC pressure
– More efficient use of memory
– Less reference indirection
Types
Unified Type System
• Everything is an object
– All types ultimately inherit from object
– Any piece of data can be stored, transported, and
manipulated with no extra work

o b ject

S tream H ash tab le in t d o ub le

M em o ryS tream F ileS tream


Types
Conversions
• Implicit conversions
– Occur automatically
– Guaranteed to succeed
– No information (precision) loss
• Explicit conversions
– Require a cast
– May not succeed
– Information (precision) might be lost
• Both implicit and explicit conversions can be
user-defined
Types
Conversions

• int x = 123456;
• long y = x; // implicit
• short z = (short)x; // explicit

• double d = 1.2345678901234;
• float f = (float)d; // explicit
• long l = (long)d; // explicit
Types
Unified Type System
• Polymorphism
– The ability to perform an operation on an object
without knowing the precise type of the object

void Poly(object o) {
Console.WriteLine(o.ToString());
}
Poly(42);
Poly(“abcd”);
Poly(12.345678901234m);
Poly(new Point(23,45));
Types
Conversions
• Question: How can we treat value and
reference types polymorphically?
– How does an int (value type) get converted into an
object (reference type)?
• Answer: Boxing!
– Only value types get boxed
– Reference types do not get boxed
Types
Conversions
• Boxing
– Copies a value type into a reference type
(object)
– Each value type has corresponding “hidden”
reference type
– Note that a reference-type copy is made of the
value type
• Value types are never aliased
– Value type is converted implicitly to object, a
reference type
• Essentially an “up cast”
Types
Conversions
• Unboxing
– Inverse operation of boxing
– Copies the value out of the box
• Copies from reference type to value type
– Requires an explicit conversion
• May not succeed (like all explicit conversions)
• Essentially a “down cast”
Types
Conversions
• Boxing and unboxing
Types
Conversions
• Benefits of boxing
– Enables polymorphism across all types
– Collection classes work with all types
– Eliminates need for wrapper classes
– Replaces OLE Automation's Variant
• Lots of examples in .NET Framework
Hashtable t = new Hashtable();
t.Add(0, "zero");
t.Add(1, "one");
string s = string.Format(
t.Add(2, "two");
"Your total was {0} on {1}",
total, date);
Types
Conversions
• Disadvantages of boxing
– Performance cost
• The need for boxing will decrease when the
CLR supports generics (similar to C++
templates)
Types
Predefined Types
• Value
– Integral types
– Floating point types
– decimal
– bool
– char
• Reference
– object
– string
Predefined Types
Value Types

• All are predefined structs


Predefined Types
Integral Types

• All are predefined structs


Predefined Types
Floating Point Types
• Follows IEEE 754 specification
• Supports ± 0, ± Infinity, NaN

C# Type System Type Size (bytes)


float System.Single 4
double System.Double 8
Predefined Types
decimal

• 128 bits
• Essentially a 96 bit value scaled by a
power of 10
• Decimal values represented precisely
• Doesn’t support signed zeros, infinities
or NaN
C# Type System Type Size (bytes)
decimal System.Decimal 16
Predefined Types
decimal

• All integer types can be implicitly converted to


a decimal type
• Conversions between decimal and floating
types require explicit conversion due to
possible loss of precision
• s * m * 10e
– s = 1 or –1
– 0  m  296
– -28  e  0
Predefined Types
Integral Literals

• Integer literals can be expressed as decimal


or hexadecimal
• U or u: uint or ulong
• L or l: long or ulong
• UL or ul: ulong
123 // Decimal
0x7B // Hexadecimal
123U // Unsigned
123ul // Unsigned long
123L // Long
Predefined Types
Real Literals

• F or f: float
• D or d: double
• M or m: decimal

123f // Float
123D // Double
123.456m // Decimal
1.23e2f // Float
12.3E1M // Decimal
Predefined Types
bool

• Represents logical values


• Literal values are true and false
• Cannot use 1 and 0 as boolean values
– No standard conversion between other types
and bool

C# Type System Type Size (bytes)


bool System.Boolean 1 (2 for arrays)
Predefined Types
char

• Represents a Unicode character


• Literals
– ‘A’ // Simple character
– ‘\u0041’ // Unicode
– ‘\x0041’ // Unsigned short hexadecimal
– ‘\n’ // Escape sequence character

C# Type System Type Size (bytes)


Char System.Char 2
Predefined Types
char

• Escape sequence characters (partial list)

Char Meaning Value


\’ Single quote 0x0027
\” Double quote 0x0022
\\ Backslash 0x005C
\0 Null 0x0000
\n New line 0x000A
\r Carriage return 0x000D
\t Tab 0x0009
Predefined Types
Reference Types

• Object and string example

Root type object

Character string string


Predefined Types
object

• Root of object hierarchy


• Storage (book keeping) overhead
– 0 bytes for value types
– 8 bytes for reference types
• An actual reference (not the object)
uses 4 bytes

C# Type System Type Size (bytes)


object System.Object 0/8 overhead
Predefined Types
object Public Methods
• public bool Equals(object)
• protected void Finalize()
• public int GetHashCode()
• public System.Type GetType()
• protected object
MemberwiseClone()
• public void Object()
• public string ToString()
Predefined Types
string

• An immutable sequence of Unicode characters


• Reference type
• Special syntax for literals
– string s = “I am a string”;

C# Type System Type Size (bytes)


String System.String 20 minimum
Predefined Types
string

• Normally have to use escape characters


string s1= “\\\\server\\fileshare\\filename.cs”;

• Verbatim string literals


– Most escape sequences ignored
• Except for “”
– Verbatim literals can be multi-line
string s2 = @“\\server\fileshare\filename.cs”;
Types
User-defined Types
• User-defined types

Enumerations enum

Arrays int[], string[]

Interface interface

Reference type class

Value type struct

Function pointer delegate


Types
User-defined Types
• An enum defines a type name for a related
group of symbolic constants
• Choices must be known at compile-time
• Strongly typed
– No implicit conversions to/from int
– Can be explicitly converted
– Operators: +, -, ++, --, &, |, ^, ~, …
• Can specify underlying type
– byte, sbyte, short, ushort, int, uint, long, ulong
Types
Enums

• Enum examples
enum Color: byte {
Red = 1,
Green = 2,
Blue = 4,
Black = 0,
White = Red | Green | Blue
}

Color c = Color.Black;
Console.WriteLine(c); // 0
Console.WriteLine(c.Format()); // Black
Types
Enums

• All enums derive from System.Enum


– Provides methods to
• determine underlying type
• test if a value is supported
• initialize from string constant
• retrieve all values in enum
• …
Types
Arrays

• Arrays allow a group of elements of a specific


type to be stored in a contiguous block of
memory
• Arrays are reference types
• Derived from System.Array
• Zero-based
• Can be multidimensional
– Arrays know their length(s) and rank
• Bounds checking
Types
Arrays

• Multidimensional arrays
– Rectangular
• int[,] matR = new int[2,3];
• Can initialize declaratively
• int[,] matR =
new int[2,3] { {1,2,3}, {4,5,6} };
– Jagged
• An array of arrays
• int[][] matJ = new int[2][];
• Must initialize procedurally
Types
Interfaces
• An interface defines a contract
– Includes methods, properties, indexers, events
– Any class or struct implementing an interface must
support all parts of the contract
• Interfaces provide polymorphism
– Many classes and structs may implement
a particular interface
• Contain no implementation
– Must be implemented by a class or struct
Types
Classes

• User-defined reference type


– Similar to C++, Java classes
• Single class inheritance
• Multiple interface inheritance
Types
Classes

• Members
– Constants, fields, methods, operators,
constructors, destructors
– Properties, indexers, events
– Static and instance members
• Member access
– public, protected, private, internal,
protected internal
• Default is private
• Instantiated with new operator
Types
Structs

• Similar to classes, but


– User-defined value type
– Always inherits from object
• Ideal for lightweight objects
– int, float, double, etc., are all structs
– User-defined “primitive” types
• Complex, point, rectangle, color, rational
• Multiple interface inheritance
• Same members as class
• Member access
– public, internal, private
• Instantiated with new operator
Types
Structs
Types
Delegates
• A delegate is a reference type that defines a
method signature
• When instantiated, a delegate holds one or
more methods
– Essentially an object-oriented function pointer
• Foundation for framework events

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