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
- 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
Hour 4. Understanding Events
It's fairly easy to create an attractive interface for an application using C#'s integrated design tools. You can create beautiful forms that have buttons to click, text boxes in which to type information, picture boxes in which to view pictures, and many other creative and attractive elements with which users can interact. However, this is just the start of producing a C# program. In addition to designing an interface, you have to empower your program to perform actions in response to how a user interacts with the program and how Windows interacts with the program. This is accomplished by using events. In the previous hour, you learned about objects and their members—notably, properties and methods. In this hour, you'll learn about object events and event-driven programming, and you'll learn how to use events to make your applications responsive.
The highlights of this hour include the following:
- Understanding event-driven programming
- Triggering events
- Avoiding recursive events
- Accessing an object's events
- Working with event parameters
- Creating event handlers
- Dealing with orphaned events
Understanding Event-Driven Programming | Next Section

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