Book description
Create apps, games, and more using this engaging, highly visual introduction to C#, .NET, and Visual Studio. In the first chapter you'll dive right in, building a fully functional game using C# and .NET MAUI that can run on Windows, Mac, and even Android and iOS devices. 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. Interested in a development career? You'll learn important development techniques and ideas—many who learned to code with this book are now professional developers, team leads, coding streamers, and more. There's no experience required except the desire to learn. And this is the best place to start.
What's so special about this book?
If you've read a Head First book, you know what to expect: a visually rich format designed for the way your brain works. If you haven't, you're in for a treat. With this book, you'll learn C# through a multisensory experience that engages your mind—rather than a text-heavy approach that puts you to sleep.
Publisher resources
Table of contents
- Related books from O’Reilly
- Table of Contents (the real thing)
- How to use this Book Intro
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1. Start Building Apps with C# Build something great...fast!
- Learn C#...and learn to become a great developer
- Write code and explore C# with Visual Studio
- Install Visual Studio Community Edition
- Run Visual Studio
- Create and run your first C# project in Visual Studio
- You can use Visual Studio Code with Head First C#
- Install the C# extensions
- Create and run your first project in Visual Studio Code
- Set up Visual Studio Code for the next project
- Let’s build a game!
- Break up large projects into smaller parts
- Here’s how you’ll build your game
- Create a .NET MAUI project in Visual Studio
- Create a .NET MAUI project in Visual Studio Code
- Run your new .NET MAUI app
- MAUI apps work on all of your devices
- Here’s the page that you’ll build
- Start editing your XAML code
- Add the XAML for a Button and a Label
- Use a FlexLayout to make a grid of animal buttons
- Write C# code to add the animals to the buttons
- Start editing the PlayAgainButton event handler method
- Add more statements to your event handler
- Add animals to your buttons
- Run your app!
- Visual Studio makes it easy to use Git
- Add C# code to handle mouse clicks
- Enter the code for the event handler
- Run your app and find all the pairs
- Finish the game by adding a timer
- Add a timer to your game’s code
- Finish the code for your game
- Even better ifs...
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2. Variables, Statements, and Methods Dive into C# code
- Take a closer look at the files in your console app
- Statements are the building blocks for your apps
- Statements live inside methods
- Your methods use variables to work with data
- 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 code snippets to help write loops
- Use operators to work with variables
- if statements make decisions
- Loops perform an action over and over
- Some useful things to keep in mind about C# code
- Controls drive the mechanics of your user interfaces
- Other controls you’ll use in this book
- Build a .NET MAUI app to experiment with controls
- Create a new app to experiment with controls
- Explore your new MAUI app and figure out how it works
- Add an Entry control to your app
- Add properties to your Entry control
- Make your Entry control update a Label control
- Combine horizontal and vertical stack layouts
- Add a Picker control to display a list of choices
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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
- Take control of the Unity layout
- Your scene is a 3D environment
- Unity games are made with GameObjects
- Use the Move Gizmo to move your GameObjects
- The Inspector shows your GameObject’s components
- Add a material to your Sphere GameObject
- Rotate your sphere
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3. Namespaces and Classes Organizing your code
- Classes help you organize your code
- If code is useful, classes can help you reuse it
- Some methods take parameters and return a value
- Visual Studio helps you explore parameters and return values
- Let’s build an app that picks random cards
- You’ll use an array to store the cards
- Create an app with a Main method
- Add a class called CardPicker to your app
- Use Quick Actions to remove unnecessary using lines
- Convert between namespace styles
- Use the new keyword to create an array of strings
- Ana’s working on her next game
- Ana’s game is evolving...
- Build a paper prototype for a classic game
- Build a MAUI version of your random card app
- Make your MAUI app pick random cards
- Reuse your CardPicker class
- Add a using directive to use code in another namespace
- Ana’s prototypes look great...
- Ana can use objects to solve her problem
- You use a class to build an object
- When you create a new object from a class, it’s called an instance of that class
- A better solution for Ana...brought to you by objects
- An instance uses fields to keep track of things
- Thanks for the memory
- What’s on your app’s mind
- Sometimes code can be difficult to read
- Most code doesn’t come with a manual
- Use intuitive class and method names
- Build a class to work with some guys
- There’s an easier way to initialize objects with C#
- Use the C# Interactive window or csi to run C# code
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4. Data, Types, Objects, and References Managing your app’s data
- Owen could use our help!
- Character sheets store different types of data on paper
- A variable’s 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
- Let’s talk about strings
- A literal is a value written directly into your code
- A variable is like a data to-go cup
- Other types come in different sizes too
- 10 pounds of data in a 5-pound bag
- Casting lets you copy values that C# can’t automatically convert to another type
- 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...
- Let’s help Owen experiment with ability scores
- Fix the compiler error by adding a cast
- Use reference variables to access your objects
- References are like sticky notes for your objects
- If there aren’t any more references, your object gets garbage-collected
- Multiple references and their side effects
- Two references mean TWO variables that can change the same object’s data
- Objects use references to talk to each other
- Arrays hold multiple values
- Arrays can contain reference variables
- null means a reference points to nothing
- Use the string? type when a string might be null
- Welcome to Sloppy Joe’s Budget House o’ Discount Sandwiches!
- Sloppy Joe’s menu app uses a Grid layout
- Grid controls
- Define the rows and columns for a Grid
- Create the Sloppy Joe’s menu app and set up the grid
- The C# code for the main page
- Can we make the app more accessible?
- Use the SetValue method to change a control’s semantic properties
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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 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
- Run the game to see the ray in the Scene view
- Rotate your ball around a point in the scene
- Use Unity to take a closer look at rotation and vectors
- Get creative!
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5. Encapsulation How objects keep their Secrets
- Let’s help Owen roll for damage
- Create a console app to calculate damage
- Design a MAUI version of the damage calculator app
- Tabletop talk (or maybe...dice discussion?)
- Let’s try to fix that bug
- Use Debug.WriteLine to print diagnostic information
- It’s easy to accidentally misuse your objects
- Encapsulation means keeping some data in a class private
- Use encapsulation to control access to your class’s 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 an opaque box...
- Let’s use encapsulation to improve the SwordDamage class
- Encapsulation keeps your data safe
- Write a console app to test the PaintballGun class
- Properties make encapsulation easier
- Modify your top-level statements to use the Balls property
- Auto-implemented properties simplify your code
- Use a private setter to create a read-only property
- What if we want to change the magazine size?
- Use a constructor with parameters to initialize properties
- Specify arguments when you use the new keyword
- Initialize fields and properties inline or in the constructor
- Make the screen reader announce each roll
- A few useful facts about methods and properties
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6. Inheritance Your Object’s 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
- 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...
- 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
- 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
- It’s time to finish the job for Owen
- A class should do one thing
- Build a beehive management system
- How the Beehive Management System app works
- The page uses a grid to lay out the controls for the UI
- The Beehive Management System class model
- All bees in the system extend the Bee class
- All the constants are in their own static class
- The worker bees extend the Bee class
- The Queen class: how she manages the worker bees
- Here’s the code-behind for MainPage.xaml.cs
- Feedback drives your beehive management game
- The Beehive Management System is turn-based... now let’s 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
- An abstract method doesn’t have a body
- Abstract properties work just like abstract methods
- The Deadly Diamond of Death
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Unity Lab #3 GameObject Instances
- Let’s 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 GameController script to the Main Camera
- Press Play to run your code
- Use the Inspector to work with GameObject instances
- Use physics to keep balls from overlapping
- Get creative!
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7. Interfaces, Casting, and “is” Making classes keep their Promises
- The beehive is under attack!
- We could use casting to call the DefendHive method…
- An interface defines methods and properties that a class must implement…
- Interfaces let unrelated classes do the same job
- Get a little practice using interfaces
- Fireside Chats
- You can’t instantiate an interface, but you can reference an interface
- Pool Puzzle
- Pool Puzzle Solution
- Interface references are ordinary object references
- The RoboBee 4000 can do a worker bee’s job without using valuable honey
- The IWorker’s 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
- 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 MAUI controls automatically
- Add data binding to the default MAUI app
- Make Moods implement the INotifyPropertyChanged interface
- Use the PropertyChanged event to make data binding work
- Polymorphism means that one object can take many different forms
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8. Enums and Collections Organizing your data
- If a constructor just sets fields, use a primary constructor instead
- A primary constructor can extend a base constructor
- Strings don’t always work for storing categories of data
- Enums let you work with a set of valid values
- Enums let you represent numbers with names
- We could use an array to create a deck of cards…
- Arrays can be annoying to work with
- Lists make it easy to store collections of…anything
- Lists are more flexible than arrays
- Let’s build an app to store shoes
- Generic collections can store any type
- You can use collection expressions to create Lists
- Let’s create a List of Ducks
- Sorting lists can be tricky
- IComparable<Duck> helps your List sort its Ducks
- Use IComparer to tell your List how to sort
- Create an instance of your comparer object
- Comparers can do complex comparisons
- Overriding a ToString method lets an object describe itself
- Update your foreach loops to let your Ducks and Cards write themselves to the console
- You can upcast an entire list using IEnumerable<T>
- Use a Dictionary to store keys and values
- The Dictionary functionality rundown
- Write an app that uses a Dictionary
- And yet MORE collection types…
- A queue is FIFO—first in, first out
- A stack is LIFO—last in, first out
- CollectionView is a MAUI control built for displaying collections
- ObservableCollection is a collection made for data binding
- Add your Card class to the project
- Use XAML to instantiate your objects for data binding
- Modify your app to use a resource Dictionary
- Modify the event handlers to use the resource Dictionary
- Use what you’ve learned to build an app with two decks
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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
- 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!
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9. LINQ and Lambdas Get Control of your data
- Jimmy’s a Captain Amazing superfan...
- ...but his collection’s all over the place
- Use LINQ to query your collections
- LINQ works with any sequence
- LINQ’s query syntax
- 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
- LINQ is versatile
- LINQ queries aren’t 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
- Start writing your first test method
- Give your unit tests access to the classes they’re testing
- One project can only access public classes in another project
- Use the Arrange-Act-Assert pattern to write an effective test
- Finish 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
- Refactor a clown with lambdas
- Use the ?: operator to make your lambdas make choices
- LINQ queries are made up of methods
- LINQ declarative syntax can be refactored into chained methods
- Use the => operator to create switch expressions
- Explore the Enumerable class
- Create an enumerable sequence by hand
- Use yield return to create your own sequences
- Use yield return to refactor ManualSportSequence
- Collectioncross
- Collectioncross solution
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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
- 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
- Use the static File and Directory classes to work with files and directories
- IDisposable makes sure objects are closed properly
- Avoid filesystem errors with using statements
- Use a MemoryStream to stream data to memory
- What happens to an object when it’s serialized?
- But what exactly IS an object’s state? What needs to be saved?
- When an object is serialized, all of the objects it refers to get serialized too…
- Use JsonSerializer to serialize your objects
- JSON only includes data, not specific C# types
- Next up: we’ll 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
- Use StreamReader to build a hex dumper
- Use Stream.Read to read bytes from a stream
- Modify your hex dumper to read directly from the stream
- Run your app from the command line
- Pass command-line arguments to an app run in the IDE
- Unity Lab #5 Raycasting
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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 object’s finalizer
- When EXACTLY does a finalizer run?
- Finalizers can’t depend on other objects
- A struct looks like an object...
- Values get copied; references get assigned
- Structs are value types; objects are reference types
- 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 doesn’t refer to any object
- Non-nullable reference types help you avoid NREs
- Nullable value types can be null...and handled safely
- The null-coalescing operator ?? checks for nulls automatically
- “Captain” Amazing...not so much
- Records give your objects value equality automatically
- Don’t modify records—copy them
- Extension methods add new behavior to EXISTING classes
- Extending a fundamental type: string
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12. Exception Handling Putting out fires gets old
- Your hex dumper reads a filename from the command line
- 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 can’t 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
- Pool Puzzle
- Pool Puzzle Solution
- Use the right exception for the situation
- Exception Magnets
- Exception Magnets Solution
- Exception filters help you create precise handlers
- The worst catch block EVER: catch-all plus comments
- Temporary solutions are OK (temporarily)
- Use NuGet to add a logging library to your app
- Add logging to your ExceptionExperiment app
- Unity Lab #6 Scene Navigation
- Index
- The Authors
Product information
- Title: Head First C#, 5th Edition
- Author(s):
- Release date: July 2024
- Publisher(s): O'Reilly Media, Inc.
- ISBN: 9781098141783
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