Professional C#

Professional C#

by Simon Robinson, Jerod Moemeka, Ollie Cornes, Karli Watson
     
 

View All Available Formats & Editions

This book is for C and C++ programmers looking to move their skill set into web development, Visual Basic programmers looking for a more powerful language and ASP developers who are interested in what C# has to offer. The only requirement is that you are an experienced developer, familiar with at least one other high level language used on Windows - either C++, VB or

Overview

This book is for C and C++ programmers looking to move their skill set into web development, Visual Basic programmers looking for a more powerful language and ASP developers who are interested in what C# has to offer. The only requirement is that you are an experienced developer, familiar with at least one other high level language used on Windows - either C++, VB or J++.

Editorial Reviews

bn.com
The Barnes & Noble Review
You can create .NET programs in several languages -- that's the whole point of the Common Language Runtime and Microsoft Intermediate Language (MSIL). But, as in George Orwell's Animal Farm, "All animals are equal, but some animals are more equal than others." The language that's "more equal" is C#, and if you're serious about .NET development, mastering C# is well worth your time.

So is Wrox's Professional C# Programming. Wrox's team of Windows programming luminaries covers every nook and cranny, showing how the language can be used to build every category of .NET software: classic Windows applications, new Windows services, distributed components, web apps, web controls, and ASP.NET-based web services. Wrox assumes you've done some Windows programming (VB, C++, or Java), but you needn't bring any .NET knowledge -- they'll cover all that. And, as with most Wrox books we've seen, this one's full of code samples.

The first chapters introduce C# syntax, classes and inheritance, and the fundamentals of object-oriented C# development. The authors introduce C# base classes, then drive home the connections between C# and the broader .NET environment.

There's a thorough introduction to assemblies -- .NET building blocks that bring together functionality that can be constructed, versioned, and deployed as one. You'll master data access techniques; learn how to view .NET data; and discover how to make the most of C#'s XML support.

The book contains in-depth coverage of COM interoperability -- a complex issue, as .NET can import automation-compliant COM objects, but not custom COM interfaces. There's practical C# code for implementing .NET security, as well as a full chapter on remoting, .NET's powerful technique for communicating amongst distributed application components.

Lots of C# books will get you started. Few of them will carry you as far as Professional C# Programming. (Bill Camarda)

Bill Camarda is a consultant, writer, and web/multimedia content developer with nearly 20 years' experience in helping technology companies deploy and market advanced software, computing, and networking products and services. His 15 books include Special Edition Using Word 2000 and Upgrading & Fixing Networks For Dummies®, Second Edition.

Product Details

ISBN-13:
9781861004994
Publisher:
Wrox Press, Inc.
Publication date:
06/01/2001
Pages:
1200
Product dimensions:
7.34(w) x 9.14(h) x 2.33(d)

Read an Excerpt

21: Graphics with GDI+

This is the second of the two chapters in this book that covers the elements of interacting directly with the user, that is displaying information on the screen and accepting user input via the mouse or keyboard. In Chapter 9 we focused on Windows Forms, where we learnt how to display a dialog box or SDI or MDI window, and how to place various controls on it such as buttons, text boxes, and list boxes. In that chapter, the emphasis was very much on using the familiar predefined controls at a high level and relying on the fact that these controls are able to take full responsibility for getting themselves drawn on the display device. Basically, all you need to do is set the controls' properties and add event handlers for those user input events that are relevant to your application. The standard controls are powerful, and you can achieve a very sophisticated user interface entirely by using them. Indeed, they are by themselves quite adequate for the complete user interface for many applications, most notably dialog-type applications, and those with explorer style user interfaces.

However there are situations in which simply using controls doesn't give you the flexibility you need in your user interface. For example, you may want to draw text in a given font in a precise position in a window, or you may want to display images without using a picture box control, simple shapes or other graphics. A good example, is the Word for Windows program that I am using to write this chapter. At the top of the screen are various menus and toolbars that I can use to access different features of Word. Some of these menus and buttons bring up dialog boxes or even property sheets. That part of the user interface is what we covered in Chapter 9. However, the main part of the screen in Word for Windows is very different. It's an SDI window, which displays a representation of the document. It has text carefully laid out in the right place and displayed with a variety of sizes and fonts. Any diagrams in the document must be displayed, and if you're looking at the document in Print Layout view, the borders of the actual pages need to be drawn in too. None of this can be done with the controls from Chapter 9. To display that kind of output, Word for Windows must take direct responsibility for telling the operating system precisely what needs to be displayed where in its SDI window. How to do this kind of thing is subject matter for this chapter.

We're going to show you how to draw a variety of items including:

  • Lines, simple shapes.
  • Images from bitmap and other image files.
  • Text.
In all cases, the items can be drawn wherever you like within the area of the screen occupied by your application, and your code directly controls the drawing – for example when and how to update the items, what font to display text in and so on.

In the process, we'll also need to use a variety of helper objects including pens (used to define the characteristics of lines), brushes (used to define how areas are filled in – for example, what color the area is and whether it is solid, hatched, or filled according to some other pattern), and fonts (used to define the shape of characters of text). We'll also go into some detail on how devices interpret and display different colors.

The code needed to actually draw to the screen is often quite simple, and it relies on a technology called GDI+. GDI+ consists of the set of .NET base classes that are available for the purpose of carrying out custom drawing on the screen. These classes are able to arrange for the appropriate instructions to be sent to the graphics device drivers to ensure the correct output is placed on the monitor screen (or printed to a hard copy). Just as for the rest of the .NET base classes, the GDI+ classes are based on a very intuitive and easy to use object model.

Although the GDI+ object model is conceptually fairly simple we still need a good understanding of the underlying principles behind how Windows arranges for items to be drawn on the screen in order to draw effectively and efficiently using GDI+.

This chapter is broadly divided into two main sections. In the first two-thirds of the chapter we will explore the concepts behind GDI+ and examine how drawing takes place, which means that this part of the chapter will be quite theoretical, with the emphasis on understanding the concepts. There will be quite a few samples, almost all of them very small applications that display specific hard-coded items (mostly simple shapes such as rectangles and ellipses). Then for the last third of the chapter we change tack and concentrate on working through a much longer sample, called CapsEditor, which displays the contents of a text file and allows the user to make some modifications to the displayed data. The purpose of this sample, is to show how the principles of drawing should be put into practice in a real application. The actual drawing itself usually requires little code – the GDI+ classes work at quite a high level, so in most cases only a couple of lines of code are required to draw a single item (for example, an image or a piece of text). However, a well designed application that uses GDI+ will need to do a lot of additional work behind the scenes, that is it must ensure that the drawing takes place efficiently, and that the screen is updated when required, without any unnecessary drawing taking place. (This is important because most drawing work carries a very big performance hit for applications.) The CapsEditor sample shows how you'll typically need to do much of this background management.

The GDI+ base class library is huge, and we will scarcely scratch the surface of its features in this chapter. That's a deliberate decision, because trying to cover more than a tiny fraction of the classes, methods and properties available would have effectively turned this chapter into a reference guide that simply listed classes and so on. We believe it's more important to understand the fundamental principles involved in drawing; then you will be in a good position to explore the classes available yourself. (Full lists of all the classes and methods available in GDI+ are of course available in the MSDN documentation.) Developers coming from a VB background, in particular, are likely to find the concepts involved in drawing quite unfamiliar, since VB's focus lies so strongly in controls that handle their own painting. Those coming from a C++/MFC background are likely to be in more comfortable territory since MFC does require developers to take control of more of the drawing process, using GDI+'s predecessor, GDI. However, even if you have a good background in GDI, you'll find a lot of the material is new. GDI+ does actually sit as a wrapper around GDI, but nevertheless GDI+ has an object model which hides many of the workings of GDI very effectively. In particular, GDI+ replaces GDI's largely stateful model in which items were selected into a device context with a more stateless one, in which each drawing operation takes place independently. A Graphics object (representing the device context) is the only object that persists between drawing operations.

By the way, in this chapter we'll use the terms drawing and painting interchangeably to describe the process of displaying some item on the screen or other display device.

Before we get started we will quickly list the main namespaces you'll find in the GDI+ base classes. They are...

...Almost all the classes, structs and so on. we use in this chapter will be taken from the System.Drawing namespace.

Understanding Drawing Principles

In this section, we'll examine the basic principles that we need to understand in order to start drawing to the screen. We'll start by giving an overview of GDI, the underlying technology on which GDI+ is based, and see how it and GDI+ are related. Then we'll move on to a couple of simple samples.

GDI and GDI+

In general, one of the strengths of Windows – and indeed of modern operating systems in general – lies in their ability to abstract the details of particular devices away from the developer. For example, you don't need to understand anything about your hard drive device driver in order to programmatically read and write files to disk; you simply call the appropriate methods in the relevant .NET classes (or in pre-.NET days, the equivalent Windows API functions). This principle is also very true when it comes to drawing. When the computer draws anything to the screen, it does so by sending instructions to the video card telling it what to draw and where. The trouble is that there are many hundreds of different video cards on the market, many of them made by different manufacturers, and most of which have different instruction sets and capabilities. The way you tell one video card to draw, for example a simple line or a character string may involve different instructions from how you would tell a different video card to draw exactly the same thing. If you had to take that into account, and write specific code for each video driver in an application that drew something to the screen, writing the application would be an almost impossible task. Which is why the Windows Graphical Device Interface (GDI) has always been around since the earliest versions of Windows....

Meet the Author

The authors are a multi-Wrox author team of professional C# developers.

Customer Reviews

Average Review:

Write a Review

and post it to your social network

     

Most Helpful Customer Reviews

See all customer reviews >