Chapter 1. Introducing C# C# is a relatively new language that builds on features found in its predecessor C-style languages (C, C++, and Java), making it immediately familiar to many experienced programmers. Part of a...
Chapter 2. Data Types From chapter's 1's HelloWorld program, you got a feel for the C# language, its structure, basic syntax characteristics, and how to write the simplest of programs. This chapter continues to discuss...
Chapter 3. Operators and Control Flow In This Chapter, you will learn about operators and control flow statements. Operators provide syntax for performing different calculations or actions appropriate for the operands w...
Chapter 4. Methods and Parameters From what you have learned about C# programming so far, you should be able to write structured programs that are similar to programs created in the 1970s. Obviously, programming has com...
Chapter 5. Classes You briefly saw in Chapter 1 how to declare a new class called HelloWorld. In Chapter 2, you learned about the built-in primitive types included with C#. Since you have now also learned about control...
Chapter 6. Inheritance The last chapter discussed association relationships, how one class can reference another class or set of classes using fields or properties. This chapter looks at another relationship between cla...
Chapter 7. Interfaces Polymorphism is available not only via inheritance (as discussed in the previous chapter), but also via interfaces. Unlike abstract classes, interfaces cannot include any implementation. Like abstr...
Chapter 8. Value Types You have used value types throughout this book. This chapter discusses not only using value types, but also defining custom value types. There are two categories of value types. The first category...
Chapter 9. Well-Formed Types The previous chapters covered most of the constructs for defining classes and structs, however, several details remain concerning rounding out the type definition with fit-and-finish-type fu...
Chapter 10. Exception Handling CHAPTER 4 DISCUSSED using the TRy/catch/finally blocks for standard exception handling. In that chapter, the catch block always caught exceptions of type System.Exception. This chapter def...
Chapter 11. Generics as your projects become more sophisticated, you will need a better way to reuse and customize existing software. To facilitate code reuse, especially the reuse of algorithms, C# includes a feature c...
Chapter 12. Collections The most prevalent use of generics in any language is in the area of collections. Collections deal with sets of like objects and with managing those objects as a group. This chapter looks at the...
Chapter 13. Delegates and Events Previous chapters discussed extensively how to create classes using many of the built-in C# language facilities surrounding classes. The objects instantiated from classes encapsulate dat...
Chapter 14. Reflection and Attributes Attributes are a means of inserting additional metadata into an assembly and associating the metadata with a programming construct such as a class, method, or property. This chapter...
Chapter 15. Multithreading This chapter discusses how to write multithreaded code. To do this, you delve into the System.Threading namespace that contains the API for manipulating threads. In addition, the chapter intro...
Chapter 16. Multithreading Patterns Chapter 15 focused on managing threads and synchronizing the data that the threads share. As developers write more multithreaded code, a common set of scenarios and programming patter...
Chapter 17. Platform Interoperability and Unsafe Code C# has great capabilities, but sometimes it still isn't sufficient and you need to escape out of all the safety it provides and step back into the world of memory ad...
Chapter 18. The Common Language Infrastructure [View full size image] One of the first items that C# programmers encounter beyond the syntax is the context under which a C# program executes. This chapter discusses the...
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