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Introduction to C#


Anders Hejlsberg
Distinguished Engineer
Developer Division
Microsoft Corporation
C# – The Big Ideas
 The first component oriented
 language in the C/C++ family
 Everything really is an object
 Next generation robust and
 durable software
 Preservation of investment
C# – The Big Ideas
A component oriented language

  C# is the first “component oriented”
  language in the C/C++ family
  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 web pages
C# – The Big Ideas
Everything really 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 great performance cost
  C# unifies with no performance cost
    Deep simplicity throughout system
  Improved extensibility and reusability
    New primitive types: Decimal, SQL…
    Collections, etc., work for all types
C# – The Big Ideas
Robust and durable software

  Garbage collection
    No memory leaks and stray pointers
  Exceptions
    Error handling is not an afterthought
  Type-safety
    No uninitialized variables, unsafe casts
  Versioning
    Pervasive versioning considerations in
    all aspects of language design
C# – The Big Ideas
Preservation of Investment
  C++ heritage
    Namespaces, enums, unsigned types, pointers
    (in unsafe code), etc.
    No unnecessary sacrifices
  Interoperability
    What software is increasingly about
    MS C# implementation talks to XML, SOAP,
    COM, DLLs, and any .NET language
  Millions of lines of C# code in .NET
    Short learning curve
    Increased productivity
Hello World
using System;

class Hello
{
   static void Main() {
      Console.WriteLine("Hello world");
   }
}
C# Program Structure
 Namespaces
   Contain types and other namespaces
 Type declarations
   Classes, structs, interfaces, enums,
   and delegates
 Members
   Constants, fields, methods, properties, indexers,
   events, operators, constructors, destructors
 Organization
   No header files, code written “in-line”
   No declaration order dependence
C# Program Structure
using System;

namespace System.Collections
{
   public class Stack
   {
      Entry top;

        public void Push(object data) {
           top = new Entry(top, data);
        }

         public object Pop() {
            if (top == null) throw new InvalidOperationException();
            object result = top.data;
            top = top.next;
            return result;
        }
    }
}
Type System
 Value types
    Directly contain data
    Cannot be null
 Reference types
    Contain references to objects
    May be null
    int i = 123;
    string s = "Hello world";

i    123

s               "Hello world"
Type System
 Value types
   Primitives   int i;
   Enums        enum State { Off, On }
   Structs      struct Point { int x, y; }
 Reference types
   Classes      class Foo: Bar, IFoo {...}
   Interfaces   interface IFoo: IBar {...}
   Arrays       string[] a = new string[10];

   Delegates    delegate void Empty();
Predefined Types
 C# predefined types
   Reference        object, string
   Signed           sbyte, short, int, long
   Unsigned         byte, ushort, uint, ulong
   Character        char
   Floating-point   float, double, decimal
   Logical          bool
 Predefined types are simply aliases
 for system-provided types
   For example, int == System.Int32
Classes
 Single inheritance
 Multiple interface implementation
 Class members
   Constants, fields, methods, properties,
   indexers, events, operators,
   constructors, destructors
   Static and instance members
   Nested types
 Member access
   public, protected, internal, private
Structs
 Like classes, except
   Stored in-line, not heap allocated
   Assignment copies data, not reference
   No inheritance
 Ideal for light weight objects
   Complex, point, rectangle, color
   int, float, double, etc., are all structs
 Benefits
   No heap allocation, less GC pressure
   More efficient use of memory
Classes And Structs
 class   CPoint   {   int   x,   y;   ...   }
struct   SPoint   {   int   x,   y;   ...   }

CPoint cp = new CPoint(10, 20);
SPoint sp = new SPoint(10, 20);

     10
sp
     20

cp                                    CPoint
                      10
                      20
Interfaces
 Multiple inheritance
 Can contain methods, properties,
 indexers, and events
 Private interface implementations
  interface IDataBound
  {
     void Bind(IDataBinder binder);
  }

  class EditBox: Control, IDataBound
  {
     void IDataBound.Bind(IDataBinder binder) {...}
  }
Enums
 Strongly typed
   No implicit conversions to/from int
   Operators: +, -, ++, --, &, |, ^, ~
 Can specify underlying type
   Byte, short, int, long
   enum Color: byte
   {
      Red   = 1,
      Green = 2,
      Blue = 4,
      Black = 0,
      White = Red | Green | Blue,
   }
Delegates
 Object oriented function pointers
 Multiple receivers
   Each delegate has an invocation list
   Thread-safe + and - operations
 Foundation for events
 delegate void MouseEvent(int x, int y);

 delegate double Func(double x);

 Func func = new Func(Math.Sin);
 double x = func(1.0);
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

                         object


         Stream        Hashtable   int    double


MemoryStream      FileStream
Unified Type System
 Boxing
   Allocates box, copies value into it
 Unboxing
   Checks type of box, copies value out
             int i = 123;
             object o = i;
             int j = (int)o;
  i   123

  o                     System.Int32
              123
  j   123
Unified Type System
 Benefits
   Eliminates “wrapper classes”
   Collection classes work with all types
   Replaces OLE Automation's Variant
 Lots of examples in .NET Framework
 string s = string.Format(
    "Your total was {0} on {1}", total, date);

 Hashtable t = new Hashtable();
 t.Add(0, "zero");
 t.Add(1, "one");
 t.Add(2, "two");
Component Development
 What defines a component?
   Properties, methods, events
   Integrated help and documentation
   Design-time information
 C# has first class support
   Not naming patterns, adapters, etc.
   Not external files
 Components are easy to build
 and consume
Properties
     Properties are “smart fields”
         Natural syntax, accessors, inlining

public class Button: Control
{
   private string caption;

    public string Caption {
       get {
          return caption;
       }
       set {
          caption = value;
          Repaint();           Button b = new Button();
       }                       b.Caption = "OK";
    }                          String s = b.Caption;
}
Indexers
     Indexers are “smart arrays”
         Can be overloaded

public class ListBox: Control
{
   private string[] items;

    public string this[int index]   {
       get {
          return items[index];
       }
       set {
          items[index] = value;
          Repaint();                ListBox listBox = new ListBox();
       }                            listBox[0] = "hello";
    }                               Console.WriteLine(listBox[0]);
}
Events
Sourcing

    Define the event signature
public delegate void EventHandler(object sender, EventArgs e);



    Define the event and firing logic
public class Button
{
   public event EventHandler Click;

    protected void OnClick(EventArgs e) {
       if (Click != null) Click(this, e);
    }
}
Events
Handling

    Define and register event handler
public class MyForm: Form
{
   Button okButton;

    public MyForm() {
       okButton = new Button(...);
       okButton.Caption = "OK";
       okButton.Click += new EventHandler(OkButtonClick);
    }

    void OkButtonClick(object sender, EventArgs e) {
       ShowMessage("You pressed the OK button");
    }
}
Attributes
 How do you associate information
 with types and members?
   Documentation URL for a class
   Transaction context for a method
   XML persistence mapping
 Traditional solutions
   Add keywords or pragmas to language
   Use external files, e.g., .IDL, .DEF
 C# solution: Attributes
Attributes
public class OrderProcessor
{
   [WebMethod]
   public void SubmitOrder(PurchaseOrder order) {...}
}

[XmlRoot("Order", Namespace="urn:acme.b2b-schema.v1")]
public class PurchaseOrder
{
   [XmlElement("shipTo")] public Address ShipTo;
   [XmlElement("billTo")] public Address BillTo;
   [XmlElement("comment")] public string Comment;
   [XmlElement("items")]   public Item[] Items;
   [XmlAttribute("date")] public DateTime OrderDate;
}

public class Address {...}

public class Item {...}
Attributes
 Attributes can be
   Attached to types and members
   Examined at run-time using reflection
 Completely extensible
   Simply a class that inherits from
   System.Attribute
 Type-safe
   Arguments checked at compile-time
 Extensive use in .NET Framework
   XML, Web Services, security, serialization,
   component model, COM and P/Invoke interop,
   code configuration…
XML Comments
class XmlElement
{
   /// <summary>
   ///    Returns the attribute with the given name and
   ///    namespace</summary>
   /// <param name="name">
   ///    The name of the attribute</param>
   /// <param name="ns">
   ///    The namespace of the attribute, or null if
   ///    the attribute has no namespace</param>
   /// <return>
   ///    The attribute value, or null if the attribute
   ///    does not exist</return>
   /// <seealso cref="GetAttr(string)"/>
   ///
   public string GetAttr(string name, string ns) {
      ...
   }
}
Statements And
Expressions
 High C++ fidelity
 If, while, do require bool condition
 goto can’t jump into blocks
 Switch statement
    No fall-through, “goto case” or “goto default”
 foreach statement
 Checked and unchecked statements
 Expression statements must do work
 void Foo() {
    i == 1;        // error
 }
foreach Statement
  Iteration of arrays
public static void Main(string[] args) {
   foreach (string s in args) Console.WriteLine(s);
}



  Iteration of user-defined collections
foreach (Customer c in customers.OrderBy("name")) {
   if (c.Orders.Count != 0) {
      ...
   }
}
Parameter Arrays
  Can write “printf” style methods
     Type-safe, unlike C++
void printf(string fmt, params object[] args) {
   foreach (object x in args) {
      ...
   }
}


printf("%s %i %i", str, int1, int2);

object[] args = new object[3];
args[0] = str;
args[1] = int1;
Args[2] = int2;
printf("%s %i %i", args);
Operator Overloading
 First class user-defined data types
 Used in base class library
   Decimal, DateTime, TimeSpan
 Used in UI library
   Unit, Point, Rectangle
 Used in SQL integration
   SQLString, SQLInt16, SQLInt32,
   SQLInt64, SQLBool, SQLMoney,
   SQLNumeric, SQLFloat…
Operator Overloading
public struct DBInt
{
   public static readonly DBInt Null = new DBInt();

    private int value;
    private bool defined;

    public bool IsNull { get { return !defined; } }

    public static DBInt operator +(DBInt x, DBInt y) {...}

    public static implicit operator DBInt(int x) {...}
    public static explicit operator int(DBInt x) {...}
}
              DBInt x = 123;
              DBInt y = DBInt.Null;
              DBInt z = x + y;
Versioning
 Problem in most languages
   C++ and Java produce fragile base classes
   Users unable to express versioning intent
 C# allows intent to be expressed
   Methods are not virtual by default
   C# keywords “virtual”, “override” and “new”
   provide context
 C# can't guarantee versioning
   Can enable (e.g., explicit override)
   Can encourage (e.g., smart defaults)
Versioning
 class Base                       // version 2
                                             1
 {
 } public virtual void Foo() {
       Console.WriteLine("Base.Foo");
    }
 }



 class Derived: Base              // version 1
                                             2b
                                             2a
 {
    new public virtual Foo() {{
    public virtual voidvoid Foo() {
           override void Foo()
       base.Foo();
       Console.WriteLine("Derived.Foo");
    } Console.WriteLine("Derived.Foo");
 } }
 }
Conditional Compilation
  #define, #undef
  #if, #elif, #else, #endif
     Simple boolean logic
  Conditional methods
public class Debug
{
   [Conditional("Debug")]
   public static void Assert(bool cond, String s) {
      if (!cond) {
         throw new AssertionException(s);
      }
   }
}
Unsafe Code
 Platform interoperability covers most cases
 Unsafe code
    Low-level code “within the box”
    Enables unsafe casts, pointer arithmetic
 Declarative pinning
    Fixed statement
 Basically “inline C”
unsafe void Foo() {
   char* buf = stackalloc char[256];
   for (char* p = buf; p < buf + 256; p++) *p = 0;
   ...
}
Unsafe Code
class FileStream: Stream
{
   int handle;

    public unsafe int Read(byte[] buffer, int index, int count) {
       int n = 0;
       fixed (byte* p = buffer) {
          ReadFile(handle, p + index, count, &n, null);
       }
       return n;
    }

    [dllimport("kernel32", SetLastError=true)]
    static extern unsafe bool ReadFile(int hFile,
       void* lpBuffer, int nBytesToRead,
       int* nBytesRead, Overlapped* lpOverlapped);
}
More Information
http://msdn.microsoft.com/net
     Download .NET SDK and documentation
http://msdn.microsoft.com/events/pdc
     Slides and info from .NET PDC
news://msnews.microsoft.com
     microsoft.public.dotnet.csharp.general

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Introduction To Csharp

  • 1. Introduction to C# Anders Hejlsberg Distinguished Engineer Developer Division Microsoft Corporation
  • 2. C# – The Big Ideas The first component oriented language in the C/C++ family Everything really is an object Next generation robust and durable software Preservation of investment
  • 3. C# – The Big Ideas A component oriented language C# is the first “component oriented” language in the C/C++ family 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 web pages
  • 4. C# – The Big Ideas Everything really 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 great performance cost C# unifies with no performance cost Deep simplicity throughout system Improved extensibility and reusability New primitive types: Decimal, SQL… Collections, etc., work for all types
  • 5. C# – The Big Ideas Robust and durable software Garbage collection No memory leaks and stray pointers Exceptions Error handling is not an afterthought Type-safety No uninitialized variables, unsafe casts Versioning Pervasive versioning considerations in all aspects of language design
  • 6. C# – The Big Ideas Preservation of Investment C++ heritage Namespaces, enums, unsigned types, pointers (in unsafe code), etc. No unnecessary sacrifices Interoperability What software is increasingly about MS C# implementation talks to XML, SOAP, COM, DLLs, and any .NET language Millions of lines of C# code in .NET Short learning curve Increased productivity
  • 7. Hello World using System; class Hello { static void Main() { Console.WriteLine("Hello world"); } }
  • 8. C# Program Structure Namespaces Contain types and other namespaces Type declarations Classes, structs, interfaces, enums, and delegates Members Constants, fields, methods, properties, indexers, events, operators, constructors, destructors Organization No header files, code written “in-line” No declaration order dependence
  • 9. C# Program Structure using System; namespace System.Collections { public class Stack { Entry top; public void Push(object data) { top = new Entry(top, data); } public object Pop() { if (top == null) throw new InvalidOperationException(); object result = top.data; top = top.next; return result; } } }
  • 10. Type System Value types Directly contain data Cannot be null Reference types Contain references to objects May be null int i = 123; string s = "Hello world"; i 123 s "Hello world"
  • 11. Type System Value types Primitives int i; Enums enum State { Off, On } Structs struct Point { int x, y; } Reference types Classes class Foo: Bar, IFoo {...} Interfaces interface IFoo: IBar {...} Arrays string[] a = new string[10]; Delegates delegate void Empty();
  • 12. Predefined Types C# predefined types Reference object, string Signed sbyte, short, int, long Unsigned byte, ushort, uint, ulong Character char Floating-point float, double, decimal Logical bool Predefined types are simply aliases for system-provided types For example, int == System.Int32
  • 13. Classes Single inheritance Multiple interface implementation Class members Constants, fields, methods, properties, indexers, events, operators, constructors, destructors Static and instance members Nested types Member access public, protected, internal, private
  • 14. Structs Like classes, except Stored in-line, not heap allocated Assignment copies data, not reference No inheritance Ideal for light weight objects Complex, point, rectangle, color int, float, double, etc., are all structs Benefits No heap allocation, less GC pressure More efficient use of memory
  • 15. Classes And Structs class CPoint { int x, y; ... } struct SPoint { int x, y; ... } CPoint cp = new CPoint(10, 20); SPoint sp = new SPoint(10, 20); 10 sp 20 cp CPoint 10 20
  • 16. Interfaces Multiple inheritance Can contain methods, properties, indexers, and events Private interface implementations interface IDataBound { void Bind(IDataBinder binder); } class EditBox: Control, IDataBound { void IDataBound.Bind(IDataBinder binder) {...} }
  • 17. Enums Strongly typed No implicit conversions to/from int Operators: +, -, ++, --, &, |, ^, ~ Can specify underlying type Byte, short, int, long enum Color: byte { Red = 1, Green = 2, Blue = 4, Black = 0, White = Red | Green | Blue, }
  • 18. Delegates Object oriented function pointers Multiple receivers Each delegate has an invocation list Thread-safe + and - operations Foundation for events delegate void MouseEvent(int x, int y); delegate double Func(double x); Func func = new Func(Math.Sin); double x = func(1.0);
  • 19. 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 object Stream Hashtable int double MemoryStream FileStream
  • 20. Unified Type System Boxing Allocates box, copies value into it Unboxing Checks type of box, copies value out int i = 123; object o = i; int j = (int)o; i 123 o System.Int32 123 j 123
  • 21. Unified Type System Benefits Eliminates “wrapper classes” Collection classes work with all types Replaces OLE Automation's Variant Lots of examples in .NET Framework string s = string.Format( "Your total was {0} on {1}", total, date); Hashtable t = new Hashtable(); t.Add(0, "zero"); t.Add(1, "one"); t.Add(2, "two");
  • 22. Component Development What defines a component? Properties, methods, events Integrated help and documentation Design-time information C# has first class support Not naming patterns, adapters, etc. Not external files Components are easy to build and consume
  • 23. Properties Properties are “smart fields” Natural syntax, accessors, inlining public class Button: Control { private string caption; public string Caption { get { return caption; } set { caption = value; Repaint(); Button b = new Button(); } b.Caption = "OK"; } String s = b.Caption; }
  • 24. Indexers Indexers are “smart arrays” Can be overloaded public class ListBox: Control { private string[] items; public string this[int index] { get { return items[index]; } set { items[index] = value; Repaint(); ListBox listBox = new ListBox(); } listBox[0] = "hello"; } Console.WriteLine(listBox[0]); }
  • 25. Events Sourcing Define the event signature public delegate void EventHandler(object sender, EventArgs e); Define the event and firing logic public class Button { public event EventHandler Click; protected void OnClick(EventArgs e) { if (Click != null) Click(this, e); } }
  • 26. Events Handling Define and register event handler public class MyForm: Form { Button okButton; public MyForm() { okButton = new Button(...); okButton.Caption = "OK"; okButton.Click += new EventHandler(OkButtonClick); } void OkButtonClick(object sender, EventArgs e) { ShowMessage("You pressed the OK button"); } }
  • 27. Attributes How do you associate information with types and members? Documentation URL for a class Transaction context for a method XML persistence mapping Traditional solutions Add keywords or pragmas to language Use external files, e.g., .IDL, .DEF C# solution: Attributes
  • 28. Attributes public class OrderProcessor { [WebMethod] public void SubmitOrder(PurchaseOrder order) {...} } [XmlRoot("Order", Namespace="urn:acme.b2b-schema.v1")] public class PurchaseOrder { [XmlElement("shipTo")] public Address ShipTo; [XmlElement("billTo")] public Address BillTo; [XmlElement("comment")] public string Comment; [XmlElement("items")] public Item[] Items; [XmlAttribute("date")] public DateTime OrderDate; } public class Address {...} public class Item {...}
  • 29. Attributes Attributes can be Attached to types and members Examined at run-time using reflection Completely extensible Simply a class that inherits from System.Attribute Type-safe Arguments checked at compile-time Extensive use in .NET Framework XML, Web Services, security, serialization, component model, COM and P/Invoke interop, code configuration…
  • 30. XML Comments class XmlElement { /// <summary> /// Returns the attribute with the given name and /// namespace</summary> /// <param name="name"> /// The name of the attribute</param> /// <param name="ns"> /// The namespace of the attribute, or null if /// the attribute has no namespace</param> /// <return> /// The attribute value, or null if the attribute /// does not exist</return> /// <seealso cref="GetAttr(string)"/> /// public string GetAttr(string name, string ns) { ... } }
  • 31. Statements And Expressions High C++ fidelity If, while, do require bool condition goto can’t jump into blocks Switch statement No fall-through, “goto case” or “goto default” foreach statement Checked and unchecked statements Expression statements must do work void Foo() { i == 1; // error }
  • 32. foreach Statement Iteration of arrays public static void Main(string[] args) { foreach (string s in args) Console.WriteLine(s); } Iteration of user-defined collections foreach (Customer c in customers.OrderBy("name")) { if (c.Orders.Count != 0) { ... } }
  • 33. Parameter Arrays Can write “printf” style methods Type-safe, unlike C++ void printf(string fmt, params object[] args) { foreach (object x in args) { ... } } printf("%s %i %i", str, int1, int2); object[] args = new object[3]; args[0] = str; args[1] = int1; Args[2] = int2; printf("%s %i %i", args);
  • 34. Operator Overloading First class user-defined data types Used in base class library Decimal, DateTime, TimeSpan Used in UI library Unit, Point, Rectangle Used in SQL integration SQLString, SQLInt16, SQLInt32, SQLInt64, SQLBool, SQLMoney, SQLNumeric, SQLFloat…
  • 35. Operator Overloading public struct DBInt { public static readonly DBInt Null = new DBInt(); private int value; private bool defined; public bool IsNull { get { return !defined; } } public static DBInt operator +(DBInt x, DBInt y) {...} public static implicit operator DBInt(int x) {...} public static explicit operator int(DBInt x) {...} } DBInt x = 123; DBInt y = DBInt.Null; DBInt z = x + y;
  • 36. Versioning Problem in most languages C++ and Java produce fragile base classes Users unable to express versioning intent C# allows intent to be expressed Methods are not virtual by default C# keywords “virtual”, “override” and “new” provide context C# can't guarantee versioning Can enable (e.g., explicit override) Can encourage (e.g., smart defaults)
  • 37. Versioning class Base // version 2 1 { } public virtual void Foo() { Console.WriteLine("Base.Foo"); } } class Derived: Base // version 1 2b 2a { new public virtual Foo() {{ public virtual voidvoid Foo() { override void Foo() base.Foo(); Console.WriteLine("Derived.Foo"); } Console.WriteLine("Derived.Foo"); } } }
  • 38. Conditional Compilation #define, #undef #if, #elif, #else, #endif Simple boolean logic Conditional methods public class Debug { [Conditional("Debug")] public static void Assert(bool cond, String s) { if (!cond) { throw new AssertionException(s); } } }
  • 39. Unsafe Code Platform interoperability covers most cases Unsafe code Low-level code “within the box” Enables unsafe casts, pointer arithmetic Declarative pinning Fixed statement Basically “inline C” unsafe void Foo() { char* buf = stackalloc char[256]; for (char* p = buf; p < buf + 256; p++) *p = 0; ... }
  • 40. Unsafe Code class FileStream: Stream { int handle; public unsafe int Read(byte[] buffer, int index, int count) { int n = 0; fixed (byte* p = buffer) { ReadFile(handle, p + index, count, &n, null); } return n; } [dllimport("kernel32", SetLastError=true)] static extern unsafe bool ReadFile(int hFile, void* lpBuffer, int nBytesToRead, int* nBytesRead, Overlapped* lpOverlapped); }
  • 41. More Information http://msdn.microsoft.com/net Download .NET SDK and documentation http://msdn.microsoft.com/events/pdc Slides and info from .NET PDC news://msnews.microsoft.com microsoft.public.dotnet.csharp.general