Beginning Object-Oriented Programming with C# (Wrox by Jack Purdum

By Jack Purdum

The excellent beginner's consultant to C# and object-oriented programming

Wrox beginners' publications have the best formulation for buying programming newbies up and working. This one introduces rookies to object-oriented programming utilizing C# to illustrate the entire center constructs of this programming framework. utilizing real-world occasions, you'll detect how you can create, attempt, and carry your courses and the way to paintings with sessions, arrays, collections, and all of the components of object-oriented programming.
* Covers precisely what novices, even people with no previous programming adventure, want to know to appreciate object-oriented programming and begin writing courses in C#
* Explains the benefits and drawbacks of C#, and assistance for realizing C# syntax
* Explores homes, encapsulation, and sessions; price info varieties; operands and operators; blunders and debugging; variables; and reference varieties
* exhibits how you can use assertion repetition and software loops, comprehend arrays and collections, and write your individual periods
* additionally covers inheritance and polymorphism

Beginning Object-Oriented Programming with C# makes use of the tried-and-true Wrox formulation for making this renowned programming procedure effortless to learn.

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Extra info for Beginning Object-Oriented Programming with C# (Wrox Programmer to Programmer)

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Though, with our pixel artist still missing in action, we have our blocky professor and ninjas to tide us over. Our game is going to be tile-based: which means the background will be a grid composed of a handful of tiles rather than one great big image. We’ll create all our levels out of these tiles. We’ve chosen (rather randomly) 24×24 pixel tiles. Historically, the size of tiles has been constrained to powers of two to fit in the smallest number of machine bytes; however, we have no limitations on the desktop, so you can choose whatever you like.

So far, we’ve only set the fillStyle (this can be a named color, or a hex, RGB(A), or HSL(A) value; note, however, support for CSS3 color notation varies across browsers) and filled a solid rectangle to the screen (starting at coordinate 0, 0 from the top-left corner and using the canvas’s width and height to know its size) with fillRect. Getting Started So we have an object on the screen, but it’s hardly exciting. Let’s jump ahead a little in our CoffeeScript studies for the purpose of spicing it up a bit.

We want our pixel artist to hand us a bunch of amazing graphics and we’ll render them instead. Though, with our pixel artist still missing in action, we have our blocky professor and ninjas to tide us over. Our game is going to be tile-based: which means the background will be a grid composed of a handful of tiles rather than one great big image. We’ll create all our levels out of these tiles. We’ve chosen (rather randomly) 24×24 pixel tiles. Historically, the size of tiles has been constrained to powers of two to fit in the smallest number of machine bytes; however, we have no limitations on the desktop, so you can choose whatever you like.

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