Head First C#

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出版者:O'Reilly Media
作者:Jennifer Greene
出品人:
页数:1100
译者:
出版时间:2013-9-16
价格:USD 54.99
装帧:Paperback
isbn号码:9781449343507
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  • C#
  • NET
  • 编程
  • Head First
  • 学习
  • 教程
  • 入门
  • 面向对象
  • Visual Studio
  • 代码示例
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具体描述

You want to learn C# programming, but you're not sure you want to suffer through another tedious technical book. You're in luck: Head First C# introduces this language in a fun, visual way. You'll quickly learn everything from creating your first program to learning sophisticated coding skills with C# 5.0, Visual Studio 2012, and the .NET 4.5 Framework, while avoiding common errors that frustrate many students. The third edition offers several hands-on labs along the way to help you build and test programs using skills you've learned up to that point. In the final lab, you'll put everything together. From objects to garbage collection and from exceptions to interactions, you'll learn C# in a way that engages and entertains your brain. Here are a few of the topics you'll learn: Start by building a useful application with pre-built components in Visual Studio 2012 Discover how objects work, using real-world examples Store numbers, text, and other basic data types using primitives Save complex data in files and databases with great C# tools Build intuitive and easy-to-use interfaces by following simple rules Design your code to catch exceptions - things you don't expect Develop good programming habits, such as refactoring code and applying unit tests Learn how web services put your programs in touch with the rest of the world Make it easy for other people to install your software

《C编程实战:从入门到精通的现代指南》 内容提要: 本书旨在为渴望掌握C语言及其生态系统的开发者提供一本全面、实用且深入的教程。它不仅涵盖了C语言的核心概念,如语法、数据结构、面向对象编程(OOP)范式,更聚焦于现代.NET平台(.NET Core/.NET 5及以上版本)的最佳实践、性能优化以及企业级应用的构建技巧。全书结构清晰,从基础概念平稳过渡到高级主题,辅以大量的实战案例和代码示例,确保读者能够理论结合实践,快速成长为能够独立构建健壮、高效应用程序的专业人士。 第一部分:C语言的基石与现代语法 第一章:C与.NET的生态概览 本章首先清晰地界定了C语言、.NET运行时(CLR/CoreCLR)以及.NET SDK之间的关系。我们将深入探讨.NET平台的跨平台能力,以及C版本迭代带来的关键性改进。读者将了解到如何设置开发环境,包括安装Visual Studio或VS Code,配置.NET SDK,并运行第一个“Hello, World!”程序。重点解析了中间语言(IL)的概念,以及Just-In-Time(JIT)编译和Ahead-of-Time(AOT)编译对应用性能的影响。 第二章:C基础语法与数据结构 本章是构建坚实编程基础的关键。我们详细讲解了变量、数据类型(值类型与引用类型)的底层差异,以及类型安全的重要性。流程控制结构(if/else, switch, 循环)的现代写法将被介绍,特别是对`is`表达式、模式匹配(Pattern Matching)的深入运用。集合(Collections)部分将超越传统的数组,全面覆盖泛型集合,如`List`、`Dictionary`,并比较它们在内存布局和性能上的权衡。我们还将介绍Nullable引用类型(NRTs)在代码健壮性方面的巨大提升。 第三章:面向对象编程(OOP)的精髓 C作为一门面向对象的语言,其OOP特性是核心竞争力。本章将系统阐述封装、继承和多态三大支柱。深入探讨类的定义、构造函数、属性(自动实现的与完全封装的)的最佳实践。抽象类、接口的设计哲学被细致剖析,重点强调“面向接口编程”而非“面向实现编程”。同时,我们将讨论密封类(Sealed Classes)的应用场景,以及结构体(Structs)与类的对比,帮助读者在性能敏感场景下做出正确选择。 第二部分:高级特性与代码质量 第四章:委托、事件与Lambda表达式 本章深入C异步和响应式编程的基础。委托(Delegates)作为类型安全的函数指针,其原理将被彻底揭示。事件(Events)将作为实现观察者设计模式的标准机制进行讲解,关注线程安全事件的发布与订阅。Lambda表达式的语法糖背后,是对表达式树(Expression Trees)的简化处理,我们将探究其在LINQ和动态代码生成中的应用。 第五章:泛型(Generics)与约束 泛型是实现代码复用和类型安全的关键技术。本章不仅演示如何定义泛型类、方法和接口,还将深入讲解泛型约束(Constraints),例如`where T : class`、`where T : new()`以及接口约束。我们将探讨协变(Covariance)和逆变(Contravariance)在委托和泛型接口中的应用,这是理解高级泛型设计的关键。 第六章:异常处理与资源管理 健壮的应用程序必须具备优雅的错误处理机制。本章讲解`try-catch-finally`块的正确使用,自定义异常类的设计规范。更重要的是,我们将聚焦于资源管理,详细解释`IDisposable`接口和`using`声明(C 8.0+),确保非托管资源(如文件句柄、数据库连接)被及时释放,防止资源泄露。 第七章:LINQ(Language Integrated Query)的威力 LINQ是C开发者处理数据查询的强大工具。本章涵盖查询语法(Query Syntax)和方法语法(Method Syntax)的相互转换。我们将详细解析`IQueryable`和`IEnumerable`的区别,这是理解LINQ to Objects与LINQ to Entities(用于数据库操作)性能差异的关键。同时,自定义LINQ提供者的基本思路也将被提及。 第三部分:现代C的异步编程与并发 第八章:深入理解异步编程(Async/Await) 异步编程是构建高性能I/O密集型应用(如Web服务)的基石。本章将彻底解析`async`和`await`关键字背后的状态机机制,避免常见的死锁陷阱。我们将深入探讨`Task`和`Task`的生命周期,并比较`Task.Run()`、`ConfigureAwait(false)`的最佳使用场景,确保开发者能写出真正非阻塞的代码。 第九章:多线程与并行处理 在多核CPU时代,并行计算至关重要。本章介绍传统线程(`Thread`类)的使用,以及更现代、更高效的并行库——任务并行库(TPL)。我们将聚焦于`Parallel.For`, `Parallel.ForEach`的使用,并探讨如何使用锁(`lock`)、信号量(`SemaphoreSlim`)和原子操作(`Interlocked`)来安全地管理共享资源,实现线程安全的数据操作。 第十章:内存管理、垃圾回收与性能考量 理解C的内存模型是性能优化的前提。本章将详细介绍托管堆(Generational GC)、栈(Stack)的工作原理。垃圾回收器(GC)的触发机制、不同代(Generation 0, 1, 2)的区别将被解释。此外,我们将讨论如何使用`Span`和内存池(如`ArrayPool`)来减少内存分配,实现零拷贝操作,这对高性能库的开发至关重要。 第四部分:应用架构与现代开发范式 第十一章:模块化与依赖注入(DI) 现代软件设计强调解耦和可测试性。本章重点介绍依赖注入(DI)容器(如Microsoft.Extensions.DependencyInjection)在.NET Core中的核心地位。我们将学习服务生命周期(Singleton, Scoped, Transient)的选择,以及如何通过构造函数注入实现松耦合的架构。 第十二章:使用ASP.NET Core构建Web API 本章将聚焦于使用最新的Minimal APIs或Controller模式来快速构建RESTful Web服务。我们将覆盖路由配置、中间件管道的定制、模型绑定、数据验证(FluentValidation的集成),以及利用Swagger/OpenAPI进行API文档生成和测试。安全方面,OAuth 2.0和JWT Bearer Token的实现将作为重点讲解。 第十三章:数据持久化与ORM(Entity Framework Core) EF Core是.NET生态中主流的对象关系映射(ORM)工具。本章将指导读者配置DbContext,进行Code-First模式下的数据库迁移。深入讲解LINQ查询如何被翻译成SQL,以及延迟加载(Lazy Loading)与预加载(Eager Loading)的性能陷阱。我们将介绍事务管理和并发控制的最佳实践。 第十四章:单元测试、集成测试与模拟 高质量的代码离不开严格的测试。本章推崇面向测试驱动开发(TDD)的理念。我们将使用xUnit框架进行单元测试,并利用Moq等工具进行依赖项的模拟(Mocking)。如何隔离被测单元,确保测试的独立性和可重复性,将是本章的核心。 附录:C 9/10/11 新特性速览 本附录将快速回顾近年来C版本中引入的实用新特性,包括记录类型(Records)、顶层语句(Top-Level Statements)、文件局部类型(File-Scoped Types)、`init`访问器、`required`关键字以及新的模式匹配功能,帮助读者紧跟语言发展的步伐。 本书特色: 深度与广度并重: 覆盖从基础语法到高级并发控制的全栈知识体系。 面向现代.NET: 所有示例和最佳实践均基于最新的.NET平台,确保技术栈的前瞻性。 注重实践: 穿插大量的“实战聚焦”模块,通过构建小型应用来巩固所学知识。 清晰的思维导图: 每章开始都设有思维导图,帮助读者建立知识脉络。

作者简介

Jennifer Greene

Bestselling O'Reilly authors Jennifer Greene and Andrew Stellman have been building software and writing about software engineering together since they first met in 1998. Their first book, Applied Software Project Management, was published by O’Reilly in 2005. Other Stellman and Greene books for O’Reilly include Beautiful Teams (2009), and their first book in the Head First series, Head First PMP (2007). They founded Stellman & Greene Consulting in 2003 to build a really neat software project for scientists studying herbicide exposure in Vietnam vets. In addition to building software and writing books, they’ve provided training and consulted for companies and spoken at conferences and meetings of software engineers, architects and project managers.

Jenny studied philosophy in college but, like everyone else in the field, couldn’t find a job doing it. Luckily, she’s a great software engineer, so she started out working at an online service, and that’s the first time she really got a good sense of what good software development looked like. She moved to New York in 1998 to work on software quality at a financial software company. She’s managed a teams of developers, testers and PMs on software projects in media and finance since then. She’s traveled all over the world to work with different software teams and build all kinds of cool projects.

Andrew Stellman

Andrew, despite being raised a New Yorker, has lived in Minneapolis, Geneva, and Pittsburgh... twice. The first time was when he graduated from Carnegie Mellon’s School of Computer Science, and then again when he and Jenny were starting their consulting business and writing their first book for O’Reilly. He and Jenny first worked together at a company on Wall Street that built financial software, where he was managing a team of programmers. Over the years he’s been a Vice President at a major investment bank, architected large-scale real-time back end systems, managed large international software teams, and consulted for companies, schools, and organizations, including Microsoft, the National Bureau of Economic Research, and MIT. He’s had the privilege working with some pretty amazing programmers during that time, and likes to think that he’s learned a few things from them.

目录信息

Chapter 1 Start Building With c#: Build something cool, fast!
Why you should learn C#
C# and the Visual Studio IDE make lots of things easy
What you do in Visual Studio...
What Visual Studio does for you...
Aliens attack!
Only you can help save the Earth
Here’s what you’re going to build
Start with a blank application
Set up the grid for your page
Add controls to your grid
Use properties to change how the controls look
Controls make the game work
You’ve set the stage for the game
What you’ll do next
Add a method that does something
Fill in the code for your method
Finish the method and run your program
Here’s what you’ve done so far
Add timers to manage the gameplay
Make the Start button work
Run the program to see your progress
Add code to make your controls interact with the player
Dragging humans onto enemies ends the game
Your game is now playable
Make your enemies look like aliens
Add a splash screen and a tile
Publish your app
Use the Remote Debugger to sideload your app
Start remote debugging
Chapter 2 It’s all Just Code: Under the hood
When you’re doing this...
...the IDE does this
Where programs come from
The IDE helps you code
Anatomy of a program
Two classes can be in the same namespace
Your programs use variables to work with data
C# uses familiar math symbols
Use the debugger to see your variables change
Loops perform an action over and over
if/else statements make decisions
Build an app from the ground up
Make each button do something
Set up conditions and see if they’re true
Windows Desktop apps are easy to build
Rebuild your app for Windows Desktop
Your desktop app knows where to start
You can change your program’s entry point
When you change things in the IDE, you’re also changing your code
Chapter 3 Objects: Get Oriented!: Making code make sense
How Mike thinks about his problems
How Mike’s car navigation system thinks about his problems
Mike’s Navigator class has methods to set and modify routes
Use what you’ve learned to build a program that uses a class
Mike gets an idea
Mike can use objects to solve his 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...brought to you by objects!
An instance uses fields to keep track of things
Let’s create some instances!
Thanks for the memory
What’s on your program’s mind
You can use class and method names to make your code intuitive
Give your classes a natural structure
Class diagrams help you organize your classes so they make sense
Build a class to work with some guys
Create a project for your guys
Build a form to interact with the guys
There’s an easier way to initialize objects
A few ideas for designing intuitive classes
Chapter 4 Types and References: It’s 10:00. Do you know where your data is?
The variable’s type determines what kind of data it can store
A variable is like a data to-go cup
10 pounds of data in a 5-pound bag
Even when a number is the right size, you can’t just assign it to any variable
When you cast a value that’s too big, C# will adjust it automatically
C# does some casting automatically
When you call a method, the arguments must be compatible with the types of the parameters
Debug the mileage calculator
Combining = with an operator
Objects use variables, too
Refer to your objects with reference variables
References are like labels for your object
If there aren’t any more references, your object gets garbage-collected
Multiple references and their side effects
Two references means TWO ways to change an object’s data
A special case: arrays
Arrays can contain a bunch of reference variables, too
Welcome to Sloppy Joe’s Budget House o’ Discount Sandwiches!
Objects use references to talk to each other
Where no object has gone before
Build a typing game
Controls are objects, just like any other object
Chapter C# Lab A Day at the Races
The Spec: Build a Racetrack Simulator
You’ll need three classes and a form
Here’s your application architecture
Here’s what your GUI should look like
The Finished Product
Chapter 5 Encapsulation: Keep your privates... private
Kathleen is an event planner
What does the estimator do?
You’re going to build a program for Kathleen
Kathleen’s test drive
Each option should be calculated individually
It’s easy to accidentally misuse your objects
Encapsulation means keeping some of the 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 inside the class
A few ideas for encapsulating classes
Encapsulation keeps your data pristine
Properties make encapsulation easier
Build an application to test the Farmer class
Use automatic properties to finish the class
What if we want to change the feed multiplier?
Use a constructor to initialize private fields
Chapter 6 Inheritance: Your object’s family tree
Kathleen does birthday parties, too
We need a BirthdayParty class
Build the Party Planner version 2.0
One more thing...can you add a $100 fee for parties over 12?
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?
Use inheritance to avoid duplicate code in subclasses
Different animals make different noises
Think about how to group the animals
Create the class hierarchy
Every subclass extends its base class
Use a colon to inherit from 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 methods it inherited
Any place where you can use a base class, you can use one of its subclasses instead
A subclass can hide methods in the superclass
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 one, too
Now you’re ready to finish the job for Kathleen!
Build a beehive management system
How you’ll build the beehive management system
Use inheritance to extend the bee management system
Chapter 7 Interfaces and Abstract Classes: Making classes keep their promises
Let’s get back to bee-sics
We can use inheritance to create classes for different types of bees
An interface tells a class that it must implement certain methods and properties
Use the interface keyword to define an interface
Now you can create an instance of NectarStinger that does both jobs
Classes that implement interfaces have to include ALL of the interface’s methods
Get a little practice using interfaces
You can’t instantiate an interface, but you can reference an interface
Interface references work just like object references
You can find out if a class implements a certain interface with “is”
Interfaces can inherit from other interfaces
The RoboBee 4000 can do a worker bee’s job without using valuable honey
is tells you what an object implements; as tells the compiler how to treat your object
A CoffeeMaker is also an Appliance
Upcasting works with both objects and interfaces
Downcasting lets you turn your appliance back into a coffee maker
Upcasting and downcasting work with interfaces, too
There’s more than just public and private
Access modifiers change visibility
Some classes should never be instantiated
An abstract class is like a cross between a class and an interface
Like we said, some classes should never be instantiated
An abstract method doesn’t have a body
The Deadly Diamond of Death!
Polymorphism means that one object can take many different forms
Chapter 8 Enums and Collections: Storing Lots of Data
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 are hard to work with
Lists make it easy to store collections of...anything
Lists are more flexible than arrays
Lists shrink and grow dynamically
Generics can store any type
Collection initializers are similar to object initializers
Let’s create a List of Ducks
Lists are easy, but SORTING 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
IComparer can do complex comparisons
Overriding a ToString() method lets an object describe itself
Update your foreach loops to let your Ducks and Cards print themselves
You can upcast an entire list using IEnumerable
You can build your own overloaded methods
Use a dictionary to store keys and values
The dictionary functionality rundown
Build a program 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
Chapter 9 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 to a file
Write text to a file in three simple steps
The Swindler launches another diabolical plan
Reading and writing using two objects
Data can go through more than one stream
Use built-in objects to pop up standard dialog boxes
Dialog boxes are just another WinForms control
Dialog boxes are objects, too
Use the built-in File and Directory classes to work with files and directories
Use file dialogs to open and save files (all with just a few lines of code)
IDisposable makes sure your objects are disposed of properly
Avoid filesystem errors with using statements
Trouble at work
Writing files usually involves making a lot of decisions
Use a switch statement to choose the right option
Use a switch statement to let your deck of cards read from a file or write itself out to one
Add an overloaded Deck() constructor that reads a deck of cards in from a file
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...
Serialization lets you read or write a whole object graph all at once
If you want your class to be serializable, mark it with the [Serializable] attribute
Let’s serialize and deserialize a deck of cards
.NET uses Unicode to store characters and text
C# can use byte arrays to move data around
Use a BinaryWriter to write binary data
You can read and write serialized files manually, too
Find where the files differ, and use that information to alter them
Working with binary files can be tricky
Use file streams to build a hex dumper
StreamReader and StreamWriter will do just fine (for now)
Use Stream.Read() to read bytes from a stream
Chapter C# Lab The Quest
The spec: build an adventure game
The design: building the form
The architecture: using the objects
Gameplay concerns are separated into the Game object
Building the Game class
Finding common behavior: movement
The Mover class source code
The Player class keeps track of the player
Write the Move() method for the Player
Add an Attack() method, too
Bats, ghosts, and ghouls inherit from the Enemy class
Write the different Enemy subclasses
Weapon inherits from Mover; each weapon inherits from Weapon
Different weapons attack in different ways
Potions implement the IPotion interface
The form brings it all together
The form’s UpdateCharacters() method moves the PictureBoxes into position
The fun’s just beginning!
Chapter 10 Designing Windows Store Apps with Xaml: Taking your apps to the next level
Brian’s running Windows 8
Windows Forms use an object graph set up by the IDE
Use the IDE to explore the object graph
Windows Store apps use XAML to create UI objects
Redesign the Go Fish! form as a Windows Store app page
Page layout starts with controls
Rows and columns can resize to match the page size
Use the grid system to lay out app pages
Data binding connects your XAML pages to your classes
XAML controls can contain text...and more
Use data binding to build Sloppy Joe a better menu
Use static resources to declare your objects in XAML
Use a data template to display objects
INotifyPropertyChanged lets bound objects send updates
Modify MenuMaker to notify you when the GeneratedDate property changes
Chapter 11 Async, Await, and Data Contract Serialization: Pardon the interruption
Brian runs into file trouble
Windows Store apps use await to be more responsive
Use the FileIO class to read and write files
Build a slightly less simple text editor
A data contract is an abstract definition of your object’s data
Use async methods to find and open files
KnownFolders helps you access high-profile folders
The whole object graph is serialized to XML
Stream some Guy objects to your app’s local folder
Take your Guy Serializer for a test drive
Use a Task to call one async method from another
Build Brian a new Excuse Manager app
Separate the page, excuse, and Excuse Manager
Create the main page for the Excuse Manager
Add the app bar to the main page
Build the ExcuseManager class
Add the code-behind for the page
Chapter 12 Exception Handling: Putting out fires gets old
Brian needs his excuses to be mobile
Brian’s code did something unexpected
All exception objects inherit from Exception
The debugger helps you track down and prevent exceptions in your code
Use the IDE’s debugger to ferret out exactly what went wrong in the Excuse Manager
Uh oh—the code’s still got problems...
Handle exceptions with try and catch
What happens when a method you want to call is risky?
Use the debugger to follow the try/catch flow
If you have code that ALWAYS should run, use a finally block
Use the Exception object to get information about the problem
Use more than one catch block to handle multiple types of exceptions
One class throws an exception that a method in another class can catch
Bees need an OutOfHoney exception
An easy way to avoid a lot of problems: using gives you try and finally for free
Exception avoidance: implement IDisposable to do your own cleanup
The worst catch block EVER: catch-all plus comments
Temporary solutions are OK (temporarily)
A few simple ideas for exception handling
Brian finally gets his vacation...
Chapter 13 Captain Amazing The Death of the Object
Your last chance to DO something...your object’s finalizer
When EXACTLY does a finalizer run?
Dispose() works with using; finalizers work with garbage collection
Finalizers can’t depend on stability
Make an object serialize itself in its Dispose()
A struct looks like an object...
...but isn’t 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
Use nullable types when you need nonexistent values
Nullable types help you make your programs more robust
“Captain” Amazing...not so much
Extension methods add new behavior to EXISTING classes
Extending a fundamental type: string
Chapter 14 Querying Data and Building Apps with LINQ: Get Control of your Data
Jimmy’s a Captain Amazing super-fan...
...but his collection’s all over the place
LINQ can pull data from multiple sources
.NET collections are already set up for LINQ
LINQ makes queries easy
LINQ is simple, but your queries don’t have to be
Jimmy could use some help
Start building Jimmy an app
Use the new keyword to create anonymous types
LINQ is versatile
Add the new queries to Jimmy’s app
LINQ can combine your results into groups
Combine Jimmy’s values into groups
Use join to combine two collections into one sequence
Jimmy saved a bunch of dough
Use semantic zoom to navigate your data
Add semantic zoom to Jimmy’s app
You made Jimmy’s day
The IDE’s Split App template helps you build apps for navigating data
Chapter 15 Events and Delegates: What your Code does When You’re Not Looking
Ever wish your objects could think for themselves?
But how does an object KNOW to respond?
When an EVENT occurs...objects listen
One object raises its event, others listen for it...
Then, the other objects handle the event
Connecting the dots
The IDE generates event handlers for you automatically
Generic EventHandlers let you define your own event types
Windows Forms use many different events
One event, multiple handlers
Windows Store apps use events for process lifetime management
Add process lifetime management to Jimmy’s comics
XAML controls use routed events
Create an app to explore routed events
Connecting event senders with event listeners
A delegate STANDS IN for an actual method
Delegates in action
An object can subscribe to an event...
Use a callback to control who’s listening
A callback is just a way to use delegates
You can use callbacks with MessageDialog commands
Use delegates to use the Windows settings charm
Chapter 16 Architecting Apps with the Mvvm Pattern: Great apps on the inside and outside
The Head First Basketball Conference needs an app
But can they agree on how to build it?
Do you design for binding or for working with data?
MVVM lets you design for binding and data
Use the MVVM pattern to start building the basketball roster app
User controls let you create your own controls
The ref needs a stopwatch
MVVM means thinking about the state of the app
Start building the stopwatch app’s Model
Events alert the rest of the app to state changes
Build the view for a simple stopwatch
Add the stopwatch ViewModel
Finish the stopwatch app
Converters automatically convert values for binding
Converters can work with many different types
A style alters the appearance of a type of control
Visual states make controls respond to changes
Use DoubleAnimation to animate double values
Use object animations to animate object values
Build an analog stopwatch using the same ViewModel
UI controls can be instantiated with C# code, too
C# can build “real” animations, too
Create a user control to animate a picture
Make your bees fly around a page
Use ItemsPanelTemplate to bind controls to a Canvas
Congratulations! (But you’re not done yet...)
Chapter C# Lab Invaders
The grandfather of video games
Your mission: defend the planet against wave after wave of invaders
The architecture of Invaders
Build out the object model for the Model
Building the InvadersModel class
The InvadersModel methods
Filling out the InvadersModel class
LINQ makes collision detection much easier
Build the Invaders page for the View
Maintain the play area’s aspect ratio
Respond to swipe and keyboard input
An AnimatedImage control displays the ships
Add a control for the big stars
A static InvadersHelper class helps the ViewModel
Use the Settings charm to open an About pop up
Build the ViewModel
Handling user input
Build the InvadersViewModel methods
The View’s updated when the timer ticks
The player’s ship can move and die
“Shots fired!”
And yet there’s more to do...
Chapter 17 Bonus Project!: Build a Windows Phone app
Bee Attack!
Before you begin...
Appendix Leftovers: The top things we wanted to include in this book
#1. There’s so much more to Windows Store
#2. The Basics
#3. Namespaces and assemblies
#4. Use BackgroundWorker to make your WinForms responsive
#5. The Type class and GetType()
#6. Equality, IEquatable, and Equals()
#7. Using yield return to create enumerable objects
#8. Refactoring
#9. Anonymous types, anonymous methods, and lambda expressions
#10. LINQ to XML
#11. Windows Presentation Foundation
Did you know that C# and the .NET Framework can...
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读后感

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这本书的出版,对我来说真是一场及时雨,让我这个长期在编程世界里摸索的“老”菜鸟,找到了一个更清晰、更亲切的学习路径。我之前尝试过不少C#的入门教程,但总感觉它们要么过于枯燥乏味,要么就是理论堆砌,让人望而却步。直到我翻开《Head First C#》,才真正体会到“学以致用”的乐趣。它没有上来就给你讲那些晦涩难懂的概念,而是通过生动形象的例子、充满趣味性的对话,将C#的核心概念娓娓道来。比如,它在介绍面向对象编程时,会用一些你我生活中常见的场景来比喻类、对象、继承和多态,让你在会心一笑的同时,也能深刻理解这些抽象的概念。那些精美的插图和漫画,更是为枯燥的代码注入了生命力,让我在学习的过程中不会感到一丝疲惫,反而充满了探索的欲望。我尤其喜欢它那种“先让你做,再告诉你为什么”的学习方式,很多时候,我会在书中提示下,自己动手去尝试写代码,即使一开始会出错,但书中会非常耐心地引导你找到问题所在,并告诉你正确的解决方案。这种主动学习的模式,让我的知识掌握得更牢固,也培养了我独立解决问题的能力。总而言之,这本书不仅仅是一本技术书籍,更像是一位循循善诱的良师益友,它点燃了我对C#的热情,也让我对未来的编程学习充满了信心。

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《Head First C#》这本书带给我的学习体验,可以用“耳目一新”来形容。我之前学习编程,总觉得像是在啃一本枯燥的教科书,充满了各种理论术语和公式,很容易让人产生畏难情绪。而这本书,则完全打破了这种传统模式。它采用了一种非常独特的“视觉化”学习方式,大量的插图、对话框、漫画,让原本严肃的技术知识变得生动有趣。读这本书,感觉就像是在阅读一本有趣的杂志,而不是一本技术手册。它的内容编排也非常有逻辑性,它不会一次性抛出太多信息,而是将知识点拆分成一个个小模块,通过循序渐进的方式,让你逐步掌握。更重要的是,它非常强调“理解”而不是“记忆”。它会通过各种各样的小练习和案例,让你在实际操作中去理解概念,而不是死记硬背。我尤其喜欢它在介绍某些复杂概念时,会用一些生活中的类比,比如用“咖啡店”来解释对象和类的关系,这让我觉得非常容易理解。而且,这本书的语言风格非常轻松幽默,完全没有那种程式化的技术文档的生硬感。它让我感觉学习C#不再是一件枯燥乏味的事情,反而充满了乐趣和惊喜。这本书的成功之处在于,它真正做到了让学习过程本身变得有趣,从而有效地提高了学习效率和知识的掌握程度。

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在我正式接触《Head First C#》之前,我曾尝试过几本C#的入门教材,但它们大多停留在理论层面,要么就是代码示例过于简略,难以让我这个初学者真正理解。当我翻开《Head First C#》的那一刻,我立刻被它独特的风格所吸引。这本书的设计理念非常注重读者的学习体验,它通过大量的图示、漫画、有趣的对话和生动的比喻,将C#的知识点巧妙地融入其中。相比于传统的、以文字为主的技术书籍,这本书更像是一本“活”的书,它能够激发读者的好奇心和求知欲。我非常欣赏它循序渐进的学习方式,它不会一口气抛出大量复杂的概念,而是将知识点拆分成一个个易于理解的小单元,并配以大量的互动式练习,让你在动手实践中巩固所学。举个例子,在介绍变量和数据类型时,它会用一些非常形象的比喻,比如将变量比作一个可以存放不同物品的“盒子”,这种方式让我能够快速地理解这些基础概念。而且,书中的语言风格非常轻松幽默,阅读过程一点也不枯燥,反而充满了乐趣。它鼓励我去思考,去尝试,去发现问题,并且在解决问题的过程中获得成就感。这本书让我觉得学习C#不再是一件痛苦的事情,而是一次充满惊喜的探索之旅。

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我必须说,《Head First C#》在学习体验上简直是独树一帜。它完全颠覆了我对传统技术书籍的认知。以往的C#学习资料,要么就是一本厚厚的参考手册,要么就是一堆枯燥无味的官方文档,读起来让人昏昏欲睡。而这本书,从排版到内容呈现方式,都充满了“Head First”特有的风格——活泼、有趣、充满互动性。它采用了一种非常“非线性”的叙事方式,将复杂的概念拆分成一个个小模块,通过各种各样的小练习、小挑战,让你在不知不觉中就掌握了核心知识。我特别欣赏它那种“让你先猜,再揭晓答案”的互动模式,很多时候,它会抛出一个问题,鼓励你去思考,去尝试,而不是直接告诉你答案。这种方式极大地激发了我的求知欲,也让我对学习过程本身产生了浓厚的兴趣。书中的案例设计也相当贴合实际,很多都是我们日常生活中会遇到的场景,比如开发一个简单的桌面应用,或者处理一些数据。这些真实的案例,让我能够清晰地看到C#在实际开发中的应用,也让我能够更好地理解那些理论知识的意义。而且,书中的语言风格非常幽默风趣,完全没有那种官方技术文档的生硬感,读起来就像是在和一位老朋友聊天一样。它让我在学习C#的过程中,不再感到枯燥和乏味,反而充满了乐趣和成就感。

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《Head First C#》这本书,彻底改变了我对编程学习的看法。在此之前,我一直认为编程是一门非常枯燥、晦涩的学科,需要大量的记忆和死板的逻辑。然而,这本书以其颠覆性的教学方式,让我体会到了编程的趣味性和创造性。它摒弃了传统技术书籍沉闷的风格,采用了一种极富视觉冲击力和互动性的方式来呈现内容。大量的图画、漫画、有趣的对话,将原本抽象的技术概念,变得如同生动的故事一般。我尤其喜欢它对于复杂概念的处理,它总是会先抛出一个问题,引导你去思考,然后通过一步步的分析和实践,让你在恍然大悟中掌握知识。例如,在解释异常处理时,它会用一个生动的比喻,让你理解在程序运行过程中可能遇到的各种“意外”情况。此外,书中的练习设计也非常巧妙,它们不是简单的重复练习,而是带有一定的挑战性,能够激发你的思考和解决问题的能力。通过这些练习,我不仅巩固了所学的知识,更重要的是培养了逻辑思维和代码调试能力。这本书的语言风格也十分轻松幽默,阅读起来丝毫没有压力,就像是在和一个老朋友聊天一样。它让我在不知不觉中,就掌握了C#的核心知识,并且对编程产生了浓厚的兴趣。

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《Head First C#》这本书,对我这个半路出家、对编程一直有些畏惧心理的人来说,简直是福音。我之前尝试过不少编程入门书籍,但它们往往过于强调语法规则和技术细节,让人感觉像是在背诵一本厚重的字典。而这本书,完全打破了传统的学习模式。它以一种极其人性化、视觉化的方式来呈现C#的内容。书中大量的插画、漫画、对话框,以及巧妙的排版,让原本抽象的代码世界变得生动有趣。它不是直接告诉你“怎么做”,而是通过“为什么”和“如何思考”来引导你。我尤其欣赏它那种“情境式”的学习方式,它会设计一些贴近生活、引人入胜的案例,让你在解决这些案例的过程中,不知不觉地掌握C#的各种特性。比如,在介绍事件处理时,它会用一个模拟游戏场景来讲解,让我能清晰地理解事件是如何触发和响应的。而且,书中的语言风格非常幽默,读起来一点也不枯燥,反而充满了乐趣。它鼓励我主动去思考,去尝试,去犯错,并在错误中学习。这种学习方式,不仅让我对C#有了更深入的理解,更重要的是,它让我克服了对编程的恐惧,培养了独立解决问题的能力。

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说实话,在我接触《Head First C#》之前,我对C#的印象就是“复杂”、“难学”。我曾经尝试过几本其他的C#入门书籍,但它们要么内容过于晦涩,要么就是枯燥乏味,很快就让我产生了放弃的念头。直到我发现了《Head First C#》,我的学习态度才发生了翻天覆地的变化。这本书最吸引我的地方在于它独特的“Head First”学习方法,它将学习过程变成了一场充满趣味的探险。书中大量使用的图示、漫画、对话框以及精心设计的练习,让每一个C#的概念都变得生动形象、易于理解。它不会上来就堆砌理论,而是通过引人入胜的案例,一步步引导你进入C#的世界。我特别喜欢它在介绍某些抽象概念时,会用一些非常贴切的生活化比喻,比如用“建造房屋”来类比面向对象编程,这种方式让我能够轻松地掌握那些复杂的理论。而且,这本书的语言风格非常幽默风趣,阅读过程完全没有压力,就像是在和一位老朋友交流一样。它鼓励我主动去思考,去尝试,去犯错,并且在解决问题的过程中获得成就感。这本书不仅让我掌握了C#的知识,更重要的是,它激发了我对编程的热情,让我觉得学习编程是一件充满乐趣的事情。

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在我接触《Head First C#》之前,我是一名对编程充满好奇,但又不知从何下手的新手。我尝试过几本其他的C#入门书籍,但它们要么过于理论化,要么就是代码示例晦涩难懂,很快就让我失去了学习的兴趣。直到我发现了《Head First C#》,才真正感受到了学习编程的乐趣。这本书的魅力在于它独特的“Head First”学习方法。它没有采用传统的章节划分和理论堆砌,而是通过大量的图示、漫画、对话和精心设计的练习,将抽象的编程概念变得生动形象。书中的每一个知识点都通过实际的例子来讲解,让你在动手实践的过程中,自然而然地理解概念。我特别喜欢它在介绍面向对象编程时,使用了非常贴切的生活化比喻,让我这种初学者也能轻松理解类、对象、继承和多态等核心概念。而且,这本书的语言风格非常幽默风趣,阅读过程就像是在和一位友善的导师交流,完全没有技术书籍的枯燥感。它鼓励我去思考,去尝试,去犯错,并且在错误中学习。这种“在玩中学”的方式,不仅让我掌握了C#的知识,更重要的是培养了我独立解决问题的能力和对编程的兴趣。这本书不仅仅是一本技术书籍,它更像是一本激发学习热情的指南,让我对未来的编程学习充满了期待。

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在我接触《Head First C#》之前,我对C#的认知几乎为零,仅仅知道它是一种微软推出的编程语言,除此之外就一无所知了。市面上关于C#的书籍汗牛充栋,但真正能让我这个新手找到方向的,却寥寥无几。直到我偶然发现了这本书,才感觉像是找到了救星。它没有像其他书籍那样,上来就讲各种复杂的语法和概念,而是用一种非常直观、生动的方式,一点一点地把我引入C#的世界。书中的大量图示、漫画和比喻,让原本抽象的编程概念变得易于理解。例如,在介绍类和对象时,它会用“蓝图”和“房子”来类比,让你一下子就能明白它们之间的关系。而且,它鼓励动手实践,每一个章节都会有一些小练习,让你在学习理论知识的同时,也能立刻动手去编写代码,巩固所学。这种“边学边练”的方式,让我感到非常有成就感,也能够及时发现自己在理解上的盲点。书中的教学思路非常清晰,它会循序渐进地引导你,从最基础的变量、数据类型,到更复杂的控制流、函数,再到面向对象编程的概念,每一步都走得非常稳健。我尤其喜欢它那种“头脑风暴”式的学习方法,通过一些小小的谜题和挑战,让你主动去思考,去探索,而不是被动地接受信息。总而言之,这本书让我觉得学习C#不再是一件困难的事情,反而充满了乐趣和惊喜。

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《Head First C#》这本书,在我看来,不仅仅是一本技术书籍,更像是一本“魔法书”,它用一种极其有趣和有效的方式,将我这个对编程一窍不通的“小白”,变成了一个能够理解和编写C#代码的学习者。它完全颠覆了我对传统技术书籍的刻板印象。传统的教材往往是文字堆砌,枯燥乏味,而这本书则充满了视觉元素:大量的插图、漫画、表格,以及充满趣味性的对话。它用一种“填鸭式”的反面教材,将学习过程设计得既有吸引力,又具有很强的引导性。我尤其欣赏它那种“让你先猜,再揭晓答案”的互动式学习模式。很多时候,它会抛出一个问题,让你自己去思考,去尝试,然后通过一系列的步骤,告诉你正确答案以及背后的原理。这种主动学习的方式,让我对知识的掌握更加牢固,也让我体会到了解决问题的乐趣。书中的案例设计也相当出色,它们都是一些贴近实际的应用场景,能够让我清晰地看到C#在实际开发中的作用。阅读这本书的过程,就像是在玩一场益智游戏,充满了挑战和惊喜。它让我觉得学习C#不再是一件费力的事情,反而是一种享受。这本书的成功之处在于,它真正做到了让学习变得有趣,从而提高了学习效率,也培养了我对编程的持久兴趣。

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大部头书的知识点就是比较系统全面,实例也多。不足之处是有些实例还不够深入,比如761页的Data Contract Serialization,比较简单,没有提到集合对象的处理。此书作为入门书籍还是很经典的。

评分

大部头书的知识点就是比较系统全面,实例也多。不足之处是有些实例还不够深入,比如761页的Data Contract Serialization,比较简单,没有提到集合对象的处理。此书作为入门书籍还是很经典的。

评分

大部头书的知识点就是比较系统全面,实例也多。不足之处是有些实例还不够深入,比如761页的Data Contract Serialization,比较简单,没有提到集合对象的处理。此书作为入门书籍还是很经典的。

评分

大部头书的知识点就是比较系统全面,实例也多。不足之处是有些实例还不够深入,比如761页的Data Contract Serialization,比较简单,没有提到集合对象的处理。此书作为入门书籍还是很经典的。

评分

大部头书的知识点就是比较系统全面,实例也多。不足之处是有些实例还不够深入,比如761页的Data Contract Serialization,比较简单,没有提到集合对象的处理。此书作为入门书籍还是很经典的。

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