Sams Teach Yourself C# in 24 Hours
- Table of Contents
- Copyright
- About the Authors
- Acknowledgments
- Tell Us What You Think!
- Introduction
- Audience and Organization
- Conventions Used in This Book
- Onward and Upward!
- Part I. The Visual Studio Environment
- Hour 1. A C# Programming Tour
- Starting C#
- Creating a New Project
- Understanding the C# Environment
- Changing the Characteristics of Objects
- Naming Objects
- Setting the Text Property of the Form
- Giving the Form an Icon
- Changing the Size of the Form
- Adding Controls to a Form
- Designing an Interface
- Adding an Invisible Control to a Form
- Coding an Interface
- Running a Project
- Summary
- Q&A
- Workshop
- Hour 2. Navigating C#
- Hour 3. Understanding Objects and Collections
- Hour 4. Understanding Events
- Part II. Building a User Interface
- Hour 5. Building FormsPart I
- Hour 6. Building FormsPart II
- Hour 7. Working with the Traditional Controls
- Hour 8. Advanced Controls
- Hour 9. Adding Menus and Toolbars to Forms
- Hour 10. Drawing and Printing
- Part III. Making Things HappenProgramming!
- Hour 11. Creating and Calling Methods
- Hour 12. Using Constants, Data Types, Variables, and Arrays
- Hour 13. Performing Arithmetic, String Manipulation, and Date/Time Adjustments
- Hour 14. Making Decisions in C# Code
- Hour 15. Looping for Efficiency
- Hour 16. Debugging Your Code
- Hour 17. Designing Objects Using Classes
- Hour 18. Interacting with Users
- Part IV. Working with Data
- Hour 19. Performing File Operations
- Hour 20. Controlling Other Applications Using Automation
- Hour 21. Working with a Database
- Part V. Deploying Solutions and Beyond
- Hour 22. Deploying a Solution
- Hour 23. Introduction to Web Development
- Hour 24. The 10,000-Foot View
- Appendix A. Answers to Quizzes/Exercises
Coding an Interface
The graphical interface for your Picture Viewer program is now complete, so click the pushpin in the title bar of the toolbox to close it. Now, you have to write code for the program to be capable of performing actions. C# is an event-driven language, which means that code is executed in response to events. These events may come from users, such as a user clicking a button, or from Windows itself (see Hour 4, "Understanding Events," for a complete explanation of events). Currently, your application looks nice but it won't do a darn thing. The user can click the Select Picture button, for example, until the cows come home, but nothing will happen because you haven't told the program what to do when the user clicks the button.
You're going to write code to accomplish two tasks. First, you're going to write code that lets the user browse his or her hard drives to locate and select a picture file and then display the file in the picture box (this sounds a lot harder than it is). Second, you're going to add code to the Quit button that shuts down the program when the user clicks the button.
Letting a User Browse for a File
The first bit of code you're going to write will allow the user to browse his or her hard drives, select a file, and then show the selected picture in the PictureBox control. This code will execute when the user clicks the Select Picture button; therefore, it's added to the Click event of that button (you'll learn all about events in later hours). When you double-click a control on a form in Design view, the default event for that control is created and displayed in a code window. The default event for a Button control is its Click event, which makes sense because clicking a button is its most common purpose. Double-click the Select Picture button now to access its Click event in the code window (see Figure 1.10).
Figure 1.10 You will write all code in a window such as this.
It's very important that you get in the habit of commenting your code, so the first line you're going to enter is a comment. Beginning a statement with the characters // designates the statement as a comment; the compiler won't do anything with the statement, so you can enter whatever text you want after the double slashes. Type the following statement exactly as it appears and press the Enter key at the end of the line.
// Show the open file dialog box.
The next statement you'll enter triggers a method of the OpenFileDialog control that you added to the form. You'll learn all about methods in Hour 3, "Understanding Objects and Collections." For now, think of a method as a mechanism to make a control take action. The ShowDialog method tells the control to show its Open dialog box and let the user select a file. The ShowDialog method returns a value that indicates its success or failure, which we are then comparing to a predefined result (DialogResult.OK). Don't worry too much about what is happening here, because you'll be learning the details of this in later hours. In a nutshell, the ShowDialog method is called to let a user browse for a file, and if the user selects a file, more code gets executed. Of course, there is a lot more to using the OpenFileDialog control than I present in this basic example, but this simple statement gets the job done. Enter the following if statement followed by an open brace:
if (ofdSelectPicture.ShowDialog() == DialogResult.OK)
{
Time for another comment. Enter this statement and remember to press Enter at the end of each code line.
// Load the picture into the picture box.
You're now going to enter the next line of code. This statement, which appears within the if construct, is the line of code that actually displays the picture in the picture box. (If you're itching to know more about graphics, take a look at Hour 10, "Drawing and Printing.")
Enter the following statement:
picShowPicture.Image = Image.FromFile(ofdSelectPicture.FileName);
In addition to displaying the selected picture, your program is going to display the path and filename of the picture in the title bar. When you first created the form, you changed the Text property of the form using the Properties window. To create dynamic applications, properties need to be constantly adjusted at runtime, and this is done using code. Enter the following three lines of code:
// Show the name of the file in the form's caption.
this.Text = String.Concat("Picture Viewer (" + ofdSelectPicture.FileName + ")");
}
Checking Your Program Entry Point
All C# programs must contain an entry point. The Main() method is the entry point. In this sample you need to change the reference from Form1 to fclsViewer (this is necessary because we renamed the form earlier) . This statement will invoke the constructor on the form. C++ programmers will be familiar with the Main() entry point method, but they should take notice of the capitalization of Main. We will talk a bit more about the program entry point later in the book.
To update the entry point in this sample, press Ctrl+F to open the Find window, enter Form1, and click Find Next. Close the Find window and replace the text Form1 with fclsViewer. The updated statement should now read:
Application.Run(new fclsViewer());
After you've entered all the code, your editor should look like that shown in Figure 1.11.
Figure 1.11 Make sure your code exactly matches the code shown here.
Terminating a Program Using Code
The last bit of code you'll write will terminate the application when the user clicks the Quit button. To do this, you'll need to access the Click event handler of the btnQuit button. At the top of the code window are two tabs. The current tab has the text fclsViewer.cs. Next to this is a tab that contains the text fclsViewer.cs [Design]. Click this tab now to switch from Code view to the form designer. If you receive an error when you click the tab, the code you entered is incorrect, and you need to edit it to make it the same as I've presented it. After the form designer is displayed, double-click the Quit button to access its Click event.
Enter the following code in the Quit button's Click event handler:
this.Close();
Running a Project | Next Section

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